Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Male Hobgoblin Cavalier 1 (Fell Rider)

The loot list is still not listing weapons etc. at sale price? Longsword should be 157.5 for example. Almost there! :)


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Manual calcs show the 674gp share is right after half pricing the gear.

My share assuming I keep the chain shirt sword and bow (at sale price is 295gp) leaves me with 379gp. Add in 200gp makes 579gp. Add back the pathfinder kit 12gp, 2 alchem fires 40gp, silk rope 10gp grappling hook 1gp, oil of magic weapon 50gp. 113gp spent.

Remaining gold 466gp. Pretty happy... Need to save for mithral chain shirt or mithral studded leather armour... That said? The coolest armour is mithral lined armoured coat... You can re-skin it as a trench coat or duster lined with thin armoured plates etc... Makes you look all badass. Not optimal but its looks cool.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

<looks around for missing posts> oookayy. . .

re-posting:

Sounds like Johan might be the only one on the front line for a while :> I’m going to try the longspear thing – worst case, I don’t like it and am out the cost of a masterwork weapon.

Shoppping
Johan claims the chainmail, regular longbow, heavy mace, and ioun stone from the prison haul (156gp), then asks Tiadora to buy the following :masterwork longspear (305), cestus (5), fighter’s kit (9).

That works out to 475, leaving him 399gp

Also spending the group share on:
2 x wand of clw w/ 20 charges (300 each)
1 x potion of clw (50)
24gp left.

Everybody fine if I clear the spreadsheet?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

So, did Grumblejack sign the contract with us? Did he get 200gp from the cardinal as well?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No, as far Thorn is concerned, Grumblejack is only one more resource to be used.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Sorry for being a little late with my post. It's been a busy weekend. I'll make sure to catch up tomorrow after work.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Are you still there villains? :D


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Yep! I think everyone was thrown off stride by the forum rollback. I'm waiting for a response on how Johan's search for whoever else is researching the same texts as him, but that's minor, and I'm cool if we move on immediately. And it sounds like Eldred's all set for our meeting with the master too.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Ah, sorry. I had it posted. I though you had read it.

Sovereign Court

Here. Will post soon sorry.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim's Acquisitions-

Masterwork Scorpion Whip- 305GP
Masterwork Studded Leather- 175GP
Masterwork Backpack- 50GP
Barbed Vest- 10GP
Breakaway Chains- 65GP
Barbed Masterwork Manacles (Hobgoblin)- 65GP
Two spring loaded wrist sheaths- 10GP
Dagger x2 (in wrist sheaths)- 4GP
Longbow- 75GP
30 Arrows- 1.5GP
Oil of Magic Weapon- 50GP

Malgrim is updated. Working on IC post now.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Damien. 50gp is the sleeping whiskey.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Don't forget to account the armor pen into your skills.

Armor Check Penalty

Any armor heavier than leather, as well as any shield, hurts a character's ability to use Dex- and Str-based skills. An armor check penalty applies to all Dex- and Strength-based skill checks. A character's encumbrance may also incur an armor check penalty.

Shields: If a character is wearing armor and using a shield, both armor check penalties apply.

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dex- and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.

Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Str and Dex and can't charge or run. Sleeping in light armor does not cause fatigue.


Male Hobgoblin Cavalier 1 (Fell Rider)

Got masterwork studded leather, no ACP. Will be replacing it with Mithril later, still no ACP.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I got a chain shirt so I got the ole -2.

Hoping to make the rest of the cash I need soon.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I need some guiding information about you guys:

Are you using the Diguise from the Iron Circlet?
Any visible faith symbol is displayed?
Any visible Asmodeus symbol?
What are your current looks?

I need this because it'll influence how the npcs treat you all. I'll consider the standard everything you tell me here. If you wish for something different, just tell me so.

Also. Eldred, for sake of time, I'm assumming you: Search the floor for traps, If no traps can be found, you Listen at the door for noises, if no noise can be heard, you search for the door for traps. No traps found, you test if the door is open. If the door is locked I'll tell you so you can try and open it. Or do you want to name all actions?


Male Hobgoblin Cavalier 1 (Fell Rider)

Right now Malgrim is completely unchanged. I'll let you know when that changes.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I'm fine with that...

Amulet not open and disguised as one of the male servants faces.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Right now, Damien's wearing the amulet and the circlet but isn't disguised.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan is wearing his holy symbol ticked under his mail. Wearing the circlet but not disguised ( what's the point? We're in a basement, he thinks). He probably won't think to use it when he's out and about either unless someone suggests it, as he doesn't consider himself particularly notorious. His Forsaken brand is covered by clothing and armor.

His chain mail and longbow are from the prison. I think I remember you saying that all the guard equipment had the Branderscar crest or something on it. Very observant folks might notice that.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Funny how none of us wanted to check out the other two doors in the cold room. I assumed they were both dead ends or traps, but one of them might have been a reward like the alcove in first room. Don't suppose we could check them before moving to the dark room?


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I was off at work when you guys moved on to the next room, and forgot about those doors until now, heh.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I got nuthin. I don't know how we are gonna get the this.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I've got a Burning Hands spell readied, that oughta do some damage. Other than that, though...

We kind of don't really have the party composition to fight incorporeals just yet. Swing torches at it, maybe?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Light it up buddy.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Just to weigh in on the Malgrim in the room or out of it thing: If its a creature and not a trap, it can attack us whenever it wants, right?. It doesn't have to wait for a specific trigger. It could have shown itself as soon as the door was opened. It probably wanted us to come into the room. But we threw in alchemist fire, countered the darkness, shot arrows in, all without entering, figures it would eventually take matters into its own hands and come after us.. . which gives me an idea.

Grand Lodge

Just someone tell me that someone else besides me bought alchemical fire... or start praying its in one of the side doors.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:

Just to weigh in on the Malgrim in the room or out of it thing: If its a creature and not a trap, it can attack us whenever it wants, right?. It doesn't have to wait for a specific trigger. It could have shown itself as soon as the door was opened. It probably wanted us to come into the room. But we threw in alchemist fire, countered the darkness, shot arrows in, all without entering, figures it would eventually take matters into its own hands and come after us.. . which gives me an idea.

Thanks Johan.

And for those rule-addicted-lovers, know this: I can and will bend then if I think that I will be cool to have it that way.

Here is something that really say all that is needed:

From Pirates of the Caribbean: The Curse of the Black Pearl (2003):

Elizabeth: Wait! You have to take me to shore. According to the Code of the Order of the Brethren...

Barbossa: First, your return to shore was not part of our negotiations nor our agreement so I must do nothing. And secondly, you must be a pirate for the pirate's code to apply and you're not. And thirdly, the code is more what you'd call "guidelines" than actual rules. Welcome aboard the Black Pearl, Miss Turner .

==//==

Jack Sparrow: I thought you were supposed to keep to the code.
Mr. Gibbs: We figured they were more actual guidelines.


Male Hobgoblin Cavalier 1 (Fell Rider)

I can only assume RAW unless otherwise specified case-by-case, or I will never be able to assume anything; which will slow down my play significantly.

Assuming things work the way the rules of the system we're playing in until otherwise told is hardly worthy of being tarred with the rules addicted lovers brush.

I'm 100% fine with a DM making rulings that contradict these rules or use them as guidelines as and when he chooses, but I don't really think attitude about it is very pleasant.

I appreciate this is a written medium and things can come across differently than intended.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Now about ooc notice when DM is taking dramatic license etc? I've seen it work in other PbP games - we can assume RAW most of the time but when the DM throws in his I'm doing things this way thing we can just roll with it?


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
Now about ooc notice when DM is taking dramatic license etc? I've seen it work in other PbP games - we can assume RAW most of the time but when the DM throws in his I'm doing things this way thing we can just roll with it?

@Eldred Yeah, I do this. Until now I've not bended any rules.

My description to Malgrim: you set foot in the room.
He was the one assuming the monster would atk only when he entered.
Making assumptions based on offgame knowledge is a bad thing.

First off, You guys were reluctant to enter the room, just because it was dark.
You all saw a mist. It was a monster and only Johan was able to identify that. The moster was trying a surprise attack, but it failed to hide and all of you was 'granted' a surprise action over it. That is what I want to know: What will you guys do.

I'm not saying I do not make a mistake about the rules, far from it, you guys proved weeks ago that you know way more than me the pathfinder system. But I really find it as Malgrim says: 'A not very pleasant attitude' to keep second guessing everything the DM does in the gameplay.


Male Hobgoblin Cavalier 1 (Fell Rider)
ELDRED CROFTER wrote:
Now about ooc notice when DM is taking dramatic license etc? I've seen it work in other PbP games - we can assume RAW most of the time but when the DM throws in his I'm doing things this way thing we can just roll with it?

Thats what I am doing and have no objection to this. Every time I have brought up a deviation to the rules I have either rolled with it or offered to. Every time. I'm aware I know the system better than the DM so i'm just offering up the relevant rules, not attempting to second guess.

DM Aku wrote:


Really, destroy a stone with an arrow?

This comment seemed a bit off to me and did rankle me quite a lot. It seemed a completely legitimate thing to try, knowing how damage and hardness interact. I expected it might need to be a max damage shot and might not even be feasible at all, but I thought it was worth a go. You say you want to encourage out of the box thinking.

However, my concerns about attitude remain; especially when I am now accused of making metagaming assumptions.

_________________________________________________________________________

What assumptions have I made based on OOC knowledge? I don't even remember these encounters from my previous WotW game.

Entering a room full of magical darkness that normal light sources won't penetrate in a place that is clearly hostile and meant to test us seemed a bad idea.

Damien then pointed out that he might be sensing what is causing the magical darkness, and the only object in the room is a stone.

Combine with shatter all that blinds you and its fairly obvious that the stone is the source of the magic and should be destroyed. Thats been my IC reasoning all along and Malgrim may be ugly, but he isn't stupid.


Male Hobgoblin Cavalier 1 (Fell Rider)

I am, perhaps, not in the best state of mind to be having an emotional discussion right now. What is happening in Ukraine right now is actually making me physically angry and sad at the same time. Spent a year over there and my long-term partner and her family are Ukrainian.

Lets leave it with this-

1. I take pride in not metagaming. If the DM genuinely thinks I am, I can simply play passive for the remainder of this act.

2. I will attempt to ensure I am not perceived as second guessing.

3. I will roll with any rules changes DM cares to make.

Lets move on.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Really, the stone comment upset you? Sorry It was meant to be a kinda-of-a-joke thing, since stone has a medium hardness (8) and ranged weapons does half the dmg on objects. I apologize for this, it was not my intention to upset anyone over this comment.

About the CMD to get the stone closer, think about this: The stone is basically in the middle of the room, it can be considered inside and outside of your reach at the same time. And if you take in consideration that Eldred just shot it, its way normal to think it was moved a little back, in this case, you had to 'partially enter' the room to complete your action. But not really stay in the room to do it.

Also, I also apologize for the meta game accusation.

I'm was not saying about the AP knowledge, you already proved more than one time about your ability to discern this.

I was upset over a lot of things and it got the best of me. I'm sorry Alexander. trully.

I hope you get better soon in your situation, and what about you says, please don't. I would think its really better if you were a little more active in this act.

Sovereign Court

No harm no foul :). As I said, written communication is lacking at times.

Actually, the rules work both ways. I should probably have the Improved Whip Mastery feat to do such a thing anyway as its a specific use of it. That feat is on my list :P.


Alexender, best wishes and safe thought to your friends and loved one.


I think I'm letting my player personality override my character personality on this mist encounter. I'm pretty cautious and analytical by nature. Johan is supposed to be blunt, short tempered and action driven. Part of the fun and challenge of playing him is that he is so far outside my normal playstyle, but rereading my last few posts, I think I'm slipping back into old habits :/


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Just some notes. I asked about villain points and you guys said is sounded fun.

You do not started with any villain point. They must be earned in game via roleplay. You do not need to describe a gruesome act, just be creative with your evil way of doing things.

Using Villain Points
Villain points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character's turn as normal). You cannot spend more than 1 Villain point during a single round of combat. Whenever a Villain point is spent, it can have any one of the following effects.

Act Out of Turn: You can spend a Villain point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a Villain point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a Villain point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Villain points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a Villain point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a Villain point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the Villain point is not spent.

Recall: You can spend a Villain point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a Villain point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a Villain point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional Villain points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 Villain points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 Villain points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 Villain point in a turn. The character can spend Villain points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Just one more thing:

I'll not grant a villain point at char level up. And you have not the villain point from level 1.

I'll grant villain points throught RP and when a history Arc ends.

As you can see, this is a very limited resource. But I think it might be fun. :)


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Damien King wrote:

I'm not overly fond of being used as a mouthpiece, but I'll let this one go.

Noted. Apologies.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Hello? anybody out there?

DM Aku come back...

Seriously though, if you guys felt Johan's actions were too over the top, or that I was too assumptive and forced the rest of the party down a course of action without consulting the others, please say so - don't want to step on anybody else's fun.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'm here. I'm waiting for Malgrim surprise action.

Sovereign Court

Wasn't aware. Delaying.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Map updated. I'll be off for some hours. Cya.

Sovereign Court

Me too. Friend's birthday tonight, might be a while until i'm available tomorrow too lol.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I'm fine with what you did, Johan. Literally the only thing that bothered me was describing Damien's reaction. (and I'm not even that annoyed because that'S pretty much how he would have reacted.)

Good idea bringing a slave down, I'd say.

Grand Lodge

With the exception of Mal's flaccid muscles, we are so the A-Team, but, you know, all evil.

I am sooooo Lt. Templeton "Faceman" Peck, Damien is definetely aligning to Capt. H.M. "Howling Mad" Murdock (who knows, with the Fly hex he may turn out to be even more similar), Johans portrait looks like he should be chomping down on a cigar and is being leaderish (more so than the soft spoken Malgrim)... which leaves our ethnic minority, who while not as muscular is very good at hand to hand.

So do we buy Malgrim some gold bling and have him say 'I pity da fool'?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'm bugged, I'm not able to post in the Gameplay thread. :(


Helaman wrote:

With the exception of Mal's flaccid muscles, we are so the A-Team, but, you know, all evil.

I am sooooo Lt. Templeton "Faceman" Peck, Damien is definetely aligning to Capt. H.M. "Howling Mad" Murdock (who knows, with the Fly hex he may turn out to be even more similar), Johans portrait looks like he should be chomping down on a cigar and is being leaderish (more so than the soft spoken Malgrim)... which leaves our ethnic minority, who while not as muscular is very good at hand to hand.

So do we buy Malgrim some gold bling and have him say 'I pity da fool'?

Ha! The LEA-Team!

"I love it when a plan comes together"


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Map Updated. Hope you like.

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