The Legend of the Silver Scale

Game Master GM Netherfire

MOP


1 to 50 of 670 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Dungeon Master

Greetings you four. I'll be taking any lengthy questions about rules or the game here.

Also, please wait to post in Gameplay, I'm waiting to hear back from Gwath on some final things.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

First! You might even say I'm...Quick.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Have fun, you guys!


Male Dwarf Cleric 2

Oorah! The excitement is climbing!


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Where's the rest of our crew?

Also, Gorim, if I may, I suggest you take a rank in KN:Religion rather than engineering at first level. You are our priest afterall :)

That and engineering comes up less. (Although, Netherfire will probabably make me eat those words now :))


Male Dwarf Cleric 2

Ah! That's a very good point. I'll be happy to make that change :)


Dungeon Master

Well, bugger. Now that everything is ready on my end, I'm dealing with technical issues with the paizo site. I've emailed paizo's tech fellas, so hopefully I get an answer soon. Sorry for yet another delay, I'm just as antsy to play you guys.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Backstory posted.

Sorry for the typos in the extended version Netherfire. :)


We're having a grand ole' time laughing in the face of technical difficulties by way of impromptu role playing in the other group's discussion topic if any of you would like to join us. :)


Dungeon Master

Ok fellas, sorry about the wait, but we can start now!

Gorim, Quick, Henry, and Gwath: LET THE GAMING BEGIN.


Male Dwarf Cleric 2

Righty, I've since swapped out some skills.

Dungeoneering for Arcana, and Engineering for Religion. It was a mite silly for me to have not chosen those in the first place, haha.

Anyhoo, I'll process the the campaign info once more and throw up a post! Then I'd better sleep (though actually, I'll probably linger with curiosity).


Male Human Fighter 3rd

Ugh.
I'm embarrassed to say that I've only just discovered this thread.

The Exchange

Male Half-Orc Fighter Level 2

Okay, I think I've updated my profile correctly with Netherfire's invaluable help. Now I just need to stay awake long enough to figure out what's happening. :)

The Exchange

Male Half-Orc Fighter Level 2

If I don't have that particular skill for the Knowledge Check, can I still do it? Or does it just increase my chances?


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

If you do not have ranks in a Knowledge skill, you cannot use it because it is a trained only skill. That said, sometimes a GM will ask for an untrained knowledge check that can grant super limited information. This does not happen often though.

Does that help?

The Exchange

Male Half-Orc Fighter Level 2
Quick' wrote:

If you do not have ranks in a Knowledge skill, you cannot use it because it is a trained only skill. That said, sometimes a GM will ask for an untrained knowledge check that can grant super limited information. This does not happen often though.

Does that help?

Yes, thanks! I also had the page where what was trained/untrained pointed out to me, so I think I understand now.

Look forward to more dumb questions from me!


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

The only dumb question when learning something new, is the question unasked. :)


Dungeon Master

Henry Southgard, I need a gmail address from you so I can share with you the spreadsheet that will serve as the tactical map for this adventure.

The Exchange

Male Half-Orc Fighter Level 2

Hmm... I'm not sure what I'm supposed to do here. How can I go look outside if I don't know what's out there, heh?

Also can other people post while their exclusive actions are happening? As long as it's not performing an action?


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Speaking, and thing like that, are free actions and can be done at anytime.

Because This is a surprise round, and Gwath did not perceive the conflict. He is currently flat-footed. He can only speak at the moment.


Dungeon Master

So, I don't know what the new guys know. Do you need me to walk you through anything? How to attack, or cast spells?

Just as a heads up, Gorim: casting a spell adjacent to an enemy will provoke an Attack of Opportunity, meaning that the enemy will get to make a free attack and possibly interrupt your spell. We can go into more detail on that later if you like.

The Exchange

Male Half-Orc Fighter Level 2
GM Netherfire wrote:
So, I don't know what the new guys know. Do you need me to walk you through anything? How to attack, or cast spells?

I have zero experience actually playing a pen and paper RPG. I have vague notions of what to do, and I've been continuously looking up things on the resources here, but I learn the best through practice or examples. Everything is still pretty fuzzy. If you want to walk through anything, I wouldn't be opposed. Or I can just try things, mess them up, and take a talking to. :)

For the last post I made, I thought it was my turn, and didn't want to rush into anything, so I just performed a move action and readied my weapon. Trying to play it safe in terms of complex moves for a while. :)


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

You did great Gwath.

There is one piece to consider though. A readied action requires a condition for which to be ready.

Example.

Gwath readies his old shortbow Gwath is prepared to fire at the first enemy at whom he has a clear shot.

OR

Knowing combat to be imminent, Gwath knocks arrow to string: prepared to loose upon the first visible adversary.

ETC.

Without giving a specific condition, you are holding action. This means you wait until you want to go, but you cannot interrupt the enemies' action like you can with a proper readied action.

The danger to a readied action is that if the condition is not met, you lose your action.

Thus readied action must have a condition broad enough to ensure your action (as far as such things can be determined), but specific enough to qualify as a condition.

Make sense?


Male Dwarf Cleric 2

I'll try get Gorim's moves up here ASAP, though I'm a little shaky when it comes Pathfinder combat, as my tabletop RPG experience has always sat away from this and 3.5 unfortunately...

I'd either like to step to the opposite side of the doorway ready to whack any Orc who enters (though I've just remembered that the door opens in, so maybe this won't work haha...)

Perhaps it'd be best for me, a Cleric, to distance myself a little and get ready for some magic. Hmmm.

Absolutely any guidance is welcome in regard to combat here. I don't want to mess this up ;D

Oh, and in regard to an adjacent enemy getting an opportunity attack, I have combat casting to hopefully deter that ever so slightly, if it ever came to that!


Male Human Fighter 3rd

How fast can we move the table?

The Exchange

Male Half-Orc Fighter Level 2

Definitely helpful, Quick, thanks!

Is there an advantage to performing a holding action like I did and then waiting for the next round to attack, as opposed to the conditional readied action as you exampled?


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

I think of it like this:

1. I don't know what to do.
a. Hold action.

2. I'm pretty sure what the enemies' next move will be, but I can't mess with them yet?
a. Ready action.
__________________________

Gorim, combat casting is really for "Oh shit" moments or snapping of a touch attack spell. At least this is my opinion.

As far as your "optimal move" this round? That depends: what spells have you prepared today?
__________________________

Henry, it depends on heavy the table is and how far you want to move it :)


Male Dwarf Cleric 2

Oh yes, I chose Combat Casting as a contingency of sorts.

The spells I have available today are:

Orisons:
Detect Magic
Stabilize
Light

1st Level Spells:
Protection from Evil
Comprehend Language (Knowledge Domain)

I'm guessing the only real option will be protection from evil then, haha. So maybe I ought to pull back and perform either that on a buddy or get more data on these guys via some check.

edit: I'd better slip away for the night as it's 3am. I'll make some sort of action tomorrow before/between work!


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Protection from evil is best used when there are summoned creatures involved AND when the main enemies are evil themselves. It is a good spell.

However, since you require a move action to draw a weapon and cannot do so as part of a move (because your Base Attack Bonus is not +1 or higher, like me)

I would suggest moving behind someone with more armor than you and readying your weapons.

My two coppers :)


Male Dwarf Cleric 2

Cheers Quick!

I've done what you suggested, though it seems move action heavy? I really need to wrap my head around this combat system, before Orcs start pouring in.


Dungeon Master

Resurrection is not very common in this world. This adventure will be somewhat low-magic. Only the most faithful of holy men could perform a resurrection, and it would be spoken of in tales for years later. It would be a big deal. Gorim, you looking forward to being a big deal? :P


Male Dwarf Cleric 2

Oh goodness me, yes, I'd like to give that a shot, haha!

When it rolls around to my turn, I imagine the closer to Moss I can get, the better a heal check would be to determine his situation?

Also, as for the Tactical Map, how do I move Gorim? I recently described moving him to stand beside the table behind Henry, but I've been unable to do so. I bet I'm overlooking something here though...


If you're using Google docs like we we're try dragging your image by the top edge.


Dungeon Master

Oh! Just so I do not mislead you, I was talking about the high level spell of Resurrection. But, Gorim will get access to Raise Dead sooner. Those are the types of spells that might earn renown, not a simple Heal check.

And to brace you for the worst, I do my best to accurately describe what happened according to the "numbers" of the game. Specifically, I would've chosen a different description for Moss' wound if it did not outright kill him or bring him a hairsbreadth from death. It helps with storytelling and imagination part of this game :)

You are free to try to save Moss though! If that is what you want to do, you could move to P2 without getting in anyone's way and avoiding any Attacks of Opportunity from casting spells (unless the orcs step up into your business). Just trying to help point out your options.

And thanks, Ragashingo. Click on your icon, and then click-drag from the stop white edge. I moved Gorim to behind Henry this time, just to help everyone else figure out tactics. In the future, if you still can't move him, include the coordinates in OOC when you post and I'll move him accordingly.


Male Dwarf Cleric 2

Cool, thanks for the clarity. I figured that was most likely a little soon for such a thing. Though one day Gorim will get there ;D

As far as checking out Moss, well, I guess it is a wee pointless in terms of trying to actually save the fella, being sliced in two and all... maybe I can catch some last words? I guess I'll find out soon enough. Either way I'll see if I can console him a little while he fades, if he hasn't already done so.

And thanks to both of you for help with the tactical map stuff. I can't believe I couldn't figure it out haha. I've tried it and it all seems to be in order.


Dungeon Master

Still waiting for Gwath to roll for his readied action. Does anyone talk to Gwath outside of this game?

The Exchange

Male Half-Orc Fighter Level 2

I'm here (now)! Thanksgiving and all that. :)

I'm currently reading up on how to setup this ranged roll. It might be easier to just show me how I would do it this first time...


Dungeon Master

No problem! Let's get right to it:

For a ranged attack, add your Base Attack Bonus (+1) and your Dexterity bonus (+2), and then any other modifiers. That will modify your attack roll. Then roll the weapon damage of the shortbow. At this point, there is nothing to add to your damage rolls. Your attack would look something like a-this:

Attack 1d20 + 3 ⇒ (15) + 3 = 18, Damage 1d6 ⇒ 1

Does that make sense?

The Exchange

Male Half-Orc Fighter Level 2

Where did you find my Dexterity modifier? Also, I thought I needed to add a range penalty? Or shouldn't the range be involved somehow?


Dungeon Master

I didn't list it on your character sheet. THIS table will show the ability scores and their corresponding modifiers. Your Dexterity score is 14, so your modifier is +2.

A shortbow's range is 80 feet. You will only incur range penalties if you try to shoot beyond 80 feet with a shortbow. No penalties for any attacks within 80 feet.

The Exchange

Male Half-Orc Fighter Level 2

Thanks! I missed that table in my scourings and skimmings. Lot to take in!


Male Human Fighter 3rd
GM Netherfire wrote:
Oh! Just so I do not mislead you, I was talking about the high level spell of Resurrection. But, Gorim will get access to Raise Dead sooner. Those are the types of spells that might earn renown, not a simple Heal check.

I notice that either of those requires the full body.

So, in the event that Moss isn't merely 'mostly dead', we're either going to have to haul his body around, or bury him, mark the grave, and get Gorim up to level five in five days or less.

Or, just thank Moss's spirit for the job and offer to send money to his next-of-kin. I notice that "Speak with Dead" is only level 3...

GM Netherfire wrote:
And to brace you for the worst, I do my best to accurately describe what happened according to the "numbers" of the game. Specifically, I would've chosen a different description for Moss' wound if it did not outright kill him or bring him a hairsbreadth from death. It helps with storytelling and imagination part of this game :)

Alright. Just out of curiosity, do I (and Quick) have to wait until the orcs go before we post our next moves? I'm a little confused about the initiative order.


Dungeon Master

Sorry, been real busy on this end. It is now the PC's turn; Henry, Quick, Gorim, and Gwath can act now.

I know it can be confusing with readied actions and surprise rounds. I'll try to explain it later. For now, each of you can post a turn. Then it will be the orcs turn.


Nice string of 20's y'all got there. Save some for the rest of us. :)


Ragashingo wrote:
Nice string of 20's y'all got there. Save some for the rest of us. :)

My bad luck in real life makes up for it. Particularly this morning.

Fun fact: when a rear windshield spontaneously disintegrates from the cold, it makes a sound like dropping a heavy cardboard box onto a concrete floor.
Only louder. Much louder.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Oh no!

The Exchange

Male Half-Orc Fighter Level 2

Alright, been staring at various pages and trying to get this right. I'll post here first:

I'm going to take a move action (draw weapon) and then do a melee attack at the orc in front of me.

So I add my base attack bonus + my strength modifier. The damage is from my character sheet and the weapons table in the docs seem to align with that - I'm guessing the +6 my 1-1/2 strength modifier for a two-handed melee weapon? So is this right?

Attack: 1d20 + 1 + 4 ⇒ (12) + 1 + 4 = 17 Damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9 ?

What do the modifiers directly after my weapons refer to, as seen below? Do they come into play here? I can't find anything on them.

"Falchion +6 (2d4 +6/ 19-20x2, Slashing)
Dagger +3 (1d4 +2/ 19-20x2, Piercing or Slashing)"

Am I missing anything else?


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

That looks right to me ;)


Gwath Gil wrote:

What do the modifiers directly after my weapons refer to, as seen below? Do they come into play here? I can't find anything on them.

"Falchion +6 (2d4 +6/ 19-20x2, Slashing)
Dagger +3 (1d4 +2/ 19-20x2, Piercing or Slashing)"

- The 2d4+6 is, of course, the weapon's base damage + your strength.

- The 19-20 means that the Falchion scores a critical hit on either an attack roll of either 19 or 20, so it has a bit better chance to do more damage.
- The x2 means that the weapon does 2x critical damage. A few weapons do 3x damage instead and I saw one that did 4x.
- Slashing or Piercing or Blunt (not shown) are the types of damage a weapon does. Some monsters are immune or resistant to some damage types so you'd want to make sure someone has a weapon that can hurt them.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Falchion crits on an 18-20 :)

1 to 50 of 670 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Legend of the Silver Scale Discussion All Messageboards

Want to post a reply? Sign in.