The Hollow Man (Inactive)

Game Master trux


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Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Hitting the road tomorrow, but should have internet access in the evening. If I hit snags I'll be back online by Sunday for sure.


Cool. Thank you for the heads-up. In that case, I'm gonna have this barb break the deal and reach for his weapon so everyone can pile on ;)


Think we've talked about this stuff before, but just in case:

Initiative
Just a reminder, I use simple initiative. You don't have to wait for a specific initiative count to post. Action will resolve in the order posted. There's a little table at the top of the screen that shows which round we are in. The little "<<<<" next to your name shows you haven't taken your turn yet.

Header

When you post your turn, and only when you post your turn, preface the post with a simple, bold face header like this:

Quote:


Round X

So and so does such and such.

Do not use a header: if you are just posting dialogue or any other free action, ooc commentary, AoO's, or anything other than your actual turn.

Do use a header: if and only if you are taking your turn.

That's exactly one Header per PC per turn. Not 0, not 2 or 3. One header per PC per turn. On the post containing the actions you take on your turn, and only on that post.

Delayed Actions
Under this simple initiative system, you pretty much only need to formally declare a delayed action if you want to wait to go after the bad guys. If you want to go after the cleric or something, just post after the cleric. Voila, you delayed. See what I mean?

Readied Actions
My take on readied actions is that they are a special initiative action, with action economy cost and initiative consequences all related to the abstraction of turn based combat, therefore they work best when declared on your turn during combat, not ever before initiative is rolled.

Also I don't really move your spot in initiative around when you're readied action goes off. I prefer to preserve the simple us, them. us, them rotation.

Otherwise, readied actions work normally. Declare it on your turn, when the trigger occurs the action goes off interrupting the action that triggered it. If the trigger never occurs, you lost your action.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

I'm sorry all. Things have not recovered as expected. I am working 50+ hour weeks with a 1 1/2 to 2 hour commute to work. I would like to continue, but do not think my inconsistency is fair to my games. I probably need to bow out. I wish you all the best.


Oh man not the cleric! No worries, save the Morrigan alias in case your schedule changes ;)


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

I can probably make it if you guys can give me through the weekend to catch up. Up to you though.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Hang in there, boss. Sounds like work is blitzing you. Curious. what field are you in?


Oh most definitely Morrigan if this is an anomaly and your posting availability is about to change soon, you can jump back in when it does.

What I'd like to do if possible though is take you out of the scene, get you "off screen" and bring you back in when you're ready to be posting. There are solutions for having a PC with an absent player tag along but I find them all a little immersion breaking.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

That would be great. It is definitely an anomaly.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Able to check in. Great twist in the duel.


DM Grimmy wrote:

Think we've talked about this stuff before, but just in case:

Initiative
Just a reminder, I use simple initiative. You don't have to wait for a specific initiative count to post. Action will resolve in the order posted. There's a little table at the top of the screen that shows which round we are in. The little "<<<<" next to your name shows you haven't taken your turn yet.

Header

When you post your turn, and only when you post your turn, preface the post with a simple, bold face header like this:

Quote:


Round X

So and so does such and such.

Do not use a header: if you are just posting dialogue or any other free action, ooc commentary, AoO's, or anything other than your actual turn.

Do use a header: if and only if you are taking your turn.

That's exactly one Header per PC per turn. Not 0, not 2 or 3. One header per PC per turn. On the post containing the actions you take on your turn, and only on that post.

Delayed Actions
Under this simple initiative system, you pretty much only need to formally declare a delayed action if you want to wait to go after the bad guys. If you want to go after the cleric or something, just post after the cleric. Voila, you delayed. See what I mean?

Readied Actions
My take on readied actions is that they are a special initiative action, with action economy cost and initiative consequences all related to the abstraction of turn based combat, therefore they work best when declared on your turn during combat, not ever before initiative is rolled.

Also I don't really move your spot in initiative around when you're readied action goes off. I prefer to preserve the simple us, them. us, them rotation.

Otherwise, readied actions work normally. Declare it on your turn, when the trigger occurs the action goes off interrupting the action that triggered it. If the trigger never occurs, you lost your action.

Everyone review this post and if you're unclear about anything here let me know.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

How do we do attacks of opportunity?


You just post it.

DM Grimmy wrote:

...

Do not use a header: if you are just posting dialogue or any other free action, ooc commentary, AoO's, or anything other than your actual turn.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Oh. I put it in my round 4 action. I'll do it right next time. Btw, what is this guy using? A raging combat maneuver specialist? Oddly cool.


Human Cleric 1 | HP 12/12 | AC:16 Tch:11 FF:15 | CMD: 13 | Fort +4 Ref +2 Will +6 | Init +1 | Perception +5
Resources:
Channel Energy: 4/4

A turn looks like this:

Round 3

Chance will climb the tree to rescue the cat.


Human Cleric 1 | HP 12/12 | AC:16 Tch:11 FF:15 | CMD: 13 | Fort +4 Ref +2 Will +6 | Init +1 | Perception +5
Resources:
Channel Energy: 4/4

AoO looks like this:

Chance tries to push the lifeguard into the swimming pull.

Bullrush: 1d20 + 2 ⇒ (4) + 2 = 6


Karl Chillstrike wrote:
Oh. I put it in my round 4 action. I'll do it right next time. Btw, what is this guy using? A raging combat maneuver specialist? Oddly cool.

That's totally fine too. Well I guess I might forget it or miss it that way if you do it in advance before it's provoked. Wait did I miss one already?

Arjan's nunchuck flail thing is just a re-skinned flail. He likes to trip and disarm but he doesn't have the feats so he did provoke an AoO from you when he tried to disarm your staff.


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Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

OK. I am back. I will catch up and be available to post multiple times daily.


2 people marked this as a favorite.
Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Welcome back Morrigan. Hope things calm down somewhat on your neck of the woods ;)


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

Since not much has happened, should I post or wait until combat is over?

Also, my domain power allows a companion to roll twice and take the higher result for his initiative. How will this work with the way we do intiative. Should I switch domains?


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6
Caramir wrote:
Welcome back Morrigan. Hope things calm down somewhat on your neck of the woods ;)

They have! Thank you!


Morrigan Ebonfeather wrote:

Since not much has happened, should I post or wait until combat is over?

Also, my domain power allows a companion to roll twice and take the higher result for his initiative. How will this work with the way we do intiative. Should I switch domains?

I have a PC with this domain power in another game and we just had her designate a companion to use it on (the one with the highest init bonus) and that PC gets two entries on the party initiative macro.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6
DM Grimmy wrote:
Morrigan Ebonfeather wrote:

Since not much has happened, should I post or wait until combat is over?

Also, my domain power allows a companion to roll twice and take the higher result for his initiative. How will this work with the way we do intiative. Should I switch domains?

I have a PC with this domain power in another game and we just had her designate a companion to use it on (the one with the highest init bonus) and that PC gets two entries on the party initiative macro.

Perfect! TY!


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

If Morrigan is still with me, I 've been trying to keep up but I didn't suss it out, Cian will introduce her along with himself with respectful flourishes. Tuath are nothing if not polite.


Sounds like Morrigan is back (player) so easiest thing is to say Morrigan (character) never left, she just never got involved in the shenanigans.


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |
DM Grimmy wrote:
Sounds like Morrigan is back (player) so easiest thing is to say Morrigan (character) never left, she just never got involved in the shenanigans.

She would get a more formal intro. Cian is God's blade but Morrigan is the 'hotline'.


Post it in gameplay!

(Maybe we see if Mak is going to let this guy walk first though. We're technically still on initiative.)


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |
DM Grimmy wrote:

Post it in gameplay!

(Maybe we see if Mak is going to let this guy walk first though. We're technically still on initiative.)

Done.


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Mak you better not stab the guy in the back as he walks away. I went to plenty of effort to end the silly fight. Lets have some mead and I 'll tell the story of Queen Maeve's cat instead. ;>).


Well this is going pretty well as far as formation of the party scenes go. Feels quite authentic.

What's next, should I drop a seed to make Okrin want to go to Endhome or does he already have one built in?

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Break the rules, and there are Consequences.

Waiting to see what Karl does / if there are any witnesses. Mak still hasnt put his sword away... Yet.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Thanks Grimmy for the lead-on. Mak may be reticent about "traps" but yall make no mistake, I'm enjoying.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Okrin is hopes to ask, but doesn't want to interfere with the others if they have plans that would move them away from Endhome.


Swamped at work


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Happens Grimmy - hang tight!

You're lucky to be there man ;)


French people are crazy :(

They never get tired...

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Je peux pas oublier les nuits blanches et les reves complet.
Life is wild when you dont sleep.


I'm going to practice pronouncing that and say it in passing in front of one of them on the last day to make him think I could understand all his bad-mouthing all week :p


So Mak and Karl hang out at the longhouse and everyone else went to the ogre?

Do you guys want to RP those two locations or can we cutscene to the departure?

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

I just had a few errands I wanted to run, but we can skip them if need be.
I don't know if Karl went with one group or the other. My impression was he wanted to see Bobo.

Just didn't want to follow Caramir off before I took care of Spell Necessities(TM) at least.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Karl went with mak. He probably needs spell components as well.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

K.C.
If you want in on this Asleif business, feel free to jump in.
Mak would have trusted you in Fort Rendezvous.

Karl Chillstrike & DM/Caromir:
"Karl, old friend.
I heard the strangest thing. Asleif is buying books to destroy them, and I aim to know why. If all our lucky stars keep aligning like this, I'm going to have to serve the gods a herd of bulls by the time we reach Endhome. This book she is looking for now - The Cantris Accord - I think it's the same one this fool monk wants. We have to step careful, but maybe she actually has an idea of what's in the damn thing.

Here's the kicker. Between You, Me, and the Wizarding partners who just walked out of her shop, the thing is somewhere called Rajick's Tower. The woman has no damn idea. So keep mum. Yeah?"


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

I'm good with whatever.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Mak, that spoilered info - did you send Caramir and Karl a note or something? :D


I'm back. Slowly catching up. Hardest work I've ever done in my life I think (or maybe I'm just getting old).

I clocked 40 hours in two days. Continuous hard physical labor with two half hour breaks/day.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

@Caromir

Nah, just letting you know yer already cleared on the info.
I'm sure in a bit everyone will know, though.

What was the production DMG? Still cirque?
Tellin you, musical theater is the ballbuster for me. But i can only imagine circus would be worse


Sunday was supposed to be load out for cirque but we decide to go do a doobie brothers show instead because we heard like 30 guys from a labor company got called in for the cirque load out and those guys are a nightmare to work with (they might be drunk or high or hungover) and that's when people end up getting hurt.

So load in at doobie brothers 8AM to 1PM, we're getting ready to relax a little during rehearsal time and we get a call "can you please come over to cirque? we really need you." Race over there and work until 9PM, back to doobie brothers for load-out at 10:30. Got to bed at 3AM to wake up at 6AM for Paramour and Fallout Boy. That went non-stop until 4 in the morning.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5
DM Grimmy wrote:

Sunday was supposed to be load out for cirque but we decide to go do a doobie brothers show instead because we heard like 30 guys from a labor company got called in for the cirque load out and those guys are a nightmare to work with (they might be drunk or high or hungover) and that's when people end up getting hurt.

So load in at doobie brothers 8AM to 1PM, we're getting ready to relax a little during rehearsal time and we get a call "can you please come over to cirque? we really need you." Race over there and work until 9PM, back to doobie brothers for load-out at 10:30. Got to bed at 3AM to wake up at 6AM for Paramour and Fallout Boy. That went non-stop until 4 in the morning.

yeah I pretty much work venue-side for that.

There is a company, "Labor Ready" that some clients pull in for events.
Always a nightmare.


Labor Ready, that's the one. That's why we went to doobie brothers concert instead of cirque du soleil sunday, but we ended up going back to cirque anyway during what should have been our downtime...

The labor ready guys always work either too fast or too slow, never just right. Not safe.


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Good news guys the full PDF of the adventure is in my hands ;)

Frog God Games kickstarters deliver ahead of schedule once again!

They promised august and delivered in July (pdf at least, hardcopies shipping soon.)

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