Wrath of the Righteously Inept GM (Inactive)

Game Master Unruly

My first run at PbP GMing. Wrath of the Righteous AP.
Date: 18 Arodus, 4713 Location: Kenabres, Mendev
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Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1
The Unruly GM wrote:

Just an FYI, because I've been noticing myself doing it a lot lately - I apparently have a tendency to edit my posts because I either forget something in them originally, notice something after the fact, or I don't like the way I wrote something. This happens even when I try to proofread and preview multiple times before posting. Usually I get the changes in within the first few minutes of the post going up, and so most people probably won't even notice them, sometimes I get them after the post has been up for 20 minutes or more. Like, for instance, my most recent post in the gameplay thread. I completely forgot Deia's knowledge check when I originally posted it. So it's just something to look out for.

I'm trying to stop doing it and get my stuff right the first time, but I just wanted to make you guys aware of it.

I do the same. In fact, every post I have made to this post tonight I have gone back to edit. I always kind of figured it was the reason they included the edit button. =D


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1
The Unruly GM wrote:

This is the relevant part of the Darkness spell that makes it read to me as though it can't be penetrated by your current lights -

Quote:
Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
It makes it read to me that anything that produces light that isn't a Level 3 spell or above doesn't count as producing light in the area of the Darkness spell.

I'm Kosz Trumpeter and I endorse this statement.


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Ok, for the sake of fairness, I went and looked in both the Rules section and the FAQ for stuff regarding the Darkness spell and how it interacts with light sources.

The FAQ has 2 entries specifically relating to Darkness and its interactions with mundane light sources such as torches, sunrods, etc. They can be found HERE if you choose to read them. But the basics of what they say are that no, mundane sources like torches do not function at all in an area of Darkness, regardless of if they're shining from outside or inside the effect.

But that still leaves the question of the Light spell, which isn't answered in the FAQ as far as I can tell. But over in the Rules section of the forums, the consensus seems to be that unless it's a level 3 spell, any spell that provides light doesn't function in Darkness either.

However, some people do play it so that a 2nd-level spell that creates light, such as Continual Flame, will function in an area of Darkness, but only by increasing the light level 1 step in the 20-foot radius, with no effect beyond that. They do this because the descriptions for light spells include the statement

Quote:
Light spells counter and dispel darkness spells of an equal or lower level.

I can certainly see that as being a fair interpretation, so if you want to use that as a house rule, I'll add it to the list.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

In the CoT game I am in, it is being played that same level=Counter and replace same or lower level. We have run into Dark Creepers who like to drop Deeper Darkness so our Hound Archon is on standby to use Continual Flame.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Sorry, didn't mean to make a big deal out of this - I'm just a sloppy reader and didn't carefully read the text!


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

I wanted to wait to respond so I could make my IC post to illustrate my OC point.

We need to look to the Daylight spell for a more complete understanding of how light and dark spells interact with each other.

Quote:
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

This means that light spells are suppressed by the darkness spell because it is a higher level spell. Walking into that same darkness with daylight temporarily negates both the darkness and daylight spells (as is written in the daylight spells) leaving the prevailing light conditions (in our case, total darkness) as the only level of light.

Continual flame brought into an area of darkness will also be negated for the duration it is within the darkness. Likewise, that same darkness is also negated so the prevailing light condition, without any magical aid, exists.

Let's remember that in the game, the terms 'counter' and 'dispel' have specific meanings. You can cast continual flame to counter or dispel darkness as they are both 2nd level spells and diametrically opposed to each other. This works just like any other counterspell except that you do not have to use the exact same spell (e.g. darkness for darkness) to counter it. In effect, you must ready the one spell to counter the other spell as it is cast. Additionally, all light and darkness spells are written so that they can be used to dispel its opposite. This works just like dispel magic. Remember, too, that you cannot ready a spell to counter a spell-like ability, so we could not have readied to counter the darkmantle's darkness as it is not a spell, but a spell-like ability.

Of course, that is just how the rules are written. If you would like to use some other system for it, that's up to you and, as you have extended the decision, the players. For my two cents, I would say that a higher level spell should automatically dispel a diametrically opposed spell without need for a caster level check.


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Maximillian Akorius wrote:
Sorry, didn't mean to make a big deal out of this - I'm just a sloppy reader and didn't carefully read the text!

No worries. It brought up a discussion about a possible house rule regarding same-level light and darkness spells and how they interact. As it is with the RAW wording of Darkness, it takes a higher level spell to override the effect.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5
The Unruly GM wrote:

Just an FYI, because I've been noticing myself doing it a lot lately - I apparently have a tendency to edit my posts because I either forget something in them originally, notice something after the fact, or I don't like the way I wrote something. This happens even when I try to proofread and preview multiple times before posting. Usually I get the changes in within the first few minutes of the post going up, and so most people probably won't even notice them, sometimes I get them after the post has been up for 20 minutes or more. Like, for instance, my most recent post in the gameplay thread. I completely forgot Deia's knowledge check when I originally posted it. So it's just something to look out for.

I'm trying to stop doing it and get my stuff right the first time, but I just wanted to make you guys aware of it.

I do this a lot too. Using the preview button helps, but I still always find something I'd like to change after I post.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

The issue of Darkness suppressing light effects is why smart adventurers invest in a heightened continual flame spell cast on something as soon as possible.

There aren't very many darkness effects that are higher than 3rd level. Having a permanant 4th or 5th level light effect in your pocket is a great counter to annoying enemies who like to screw with your ability to see.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)
Kel the Guardsman wrote:

The issue of Darkness suppressing light effects is why smart adventurers invest in a heightened continual flame spell cast on something as soon as possible.

There aren't very many darkness effects that are higher than 3rd level. Having a permanant 4th or 5th level light effect in your pocket is a great counter to annoying enemies who like to screw with your ability to see.

LMAO, Kel. The RAW are different than my face-to-face group plays so I was just thinking to my self how I would deal with the situation now.

I've added this to my list of important things, but I doubt that everybody needs to buy one.


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

Just checking in and I will check once more tonight. A reminder that I am unavailable all day Saturday.


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That's fine. I had already gone to bed by the time Kel got his post in.

Just as a reminder, you guys don't need to post in initiative order during fights. If it's near the end of a round, feel free to even post your next round's actions. Like I said, I'll try to follow through with them as best as possible, or if someone else does something that completely invalidates them I'll let you change your actions.


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Tina, I put you in square I-4 instead of G-4 because of the way that diagonals work. G-4 would have made the range between you and the Darkmantle 15ft. Since you had movement to spare, I put you where you'd be in reach.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Sa'all right.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Unruly, Thanks for pointing out about the Knowledge checks with a DC of 10. It looks like I need to take another read through the CRB to clear up some of the corner cases I overlook.


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Honestly, if it weren't for another game I'm in I wouldn't know about it either. I choose not to use it most of the time, because I want my character to be ignorant of certain things, but I know it's an option that's available.

I also have to hit the PRD every so often to look even simple stuff up. Here's an example of something that I just learned last night while browsing the rules about HP recovery - Once you've stabilized from dying, you get an hourly check to regain consciousness even though you're still in negative HP. It's a Con check with what amounts to a DC of 10+(-hp), so it's hard to do if you've just barely survived something, but a Natural 20 is an auto-success so it's still possible. It's actually a little more involved than that, but that's the gist of the rule.

Something like that may not seem important most of the time, because how often are you that close to dead and without any help available from your allies, but in my character's current situation in that other game it was something that allowed me to get mobile much faster than if I had to wait for my hp to recover over time.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Just wondering but are most of you located in Europe by any chance? Every morning when I check posts, there are always a bunch during the night. Or is everybody night owls/work overnights.

I live in the Minneapolis/St.Paul metro (Minnesota/US) by the way.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

USA


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West Virginia, US. But I work night shift. Typically I'm still asleep right now but we had a call off at work and I got called in early.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

D.C. I'll post all sorts of random times.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

I had lots of people figured for GMT+2/3 or -8 by posting times too. Interesting to see it looks more like unusual schedules.

EST/GMT-5 here


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Lol, I guess it was random schedules!


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My unusual schedule is a large part of what keeps me away from an actual table.


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

DFW for me. I work graveyard, too. It's why I am always posting so late. My Tuesday just started.


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Only Tuesday? Slacker. I'm already on my Thursdsay afternoon.


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

It's my third day of the week. I'm off on Fridays and Saturdays.


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Sorry about not posting before I crashed out yesterday. I know it kept the game from continuing further, but I had a rough 12-hour shift at work yesterday and was just too tired to do anything but crash when I got home.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina is bravely guarding the tunnel!

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

I don't have much to add to the gameplay thread right now, either.

Kosz and Kel - Good luck in moving the rock!


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Max is cheering you from the sidelines too!


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Would anyone want the Scale of Shield Other that Max has in his possession? Not sure how useful it is for Max, but then again, not sure how useful it is for anyone. Max might just use it to help shield his familiar from time to time.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Hey Max,

I saw the wayfinder software in your last post. That looks cool. The company that makes wayfinder appears to not make anything for platforms outside of Android. Do you know of any similar apps for the Windows Mobile 8 platform?


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Yeah wayfinder looks cool, hope they do an iphone version.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

It's a well-done app. A GM started using it another game, and I picked it up after. It's actually easier to check my games on the phone than on a browser, and it has a few tricks for making entering text on a phone easier. I recommend it for any Android users. Just wish it had a preview button.

Couldn't say whether there's anything for Windows 8 or iPhone, unfortunately.


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You guys can still do stuff inside the temple. I know that my asking for your approximate locations on the map makes it seem like we're going into combat, but for right now nothing has happened. Feel free to investigate the temple, move on elsewhere, whatever you want to do.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

I'll just let the cana....brave advance guard make sure things are safe. ;)


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Oh, I'm well aware that this situation is an RPG trope, and a cliched one at that, but cut me some slack here. I work with what the AP gives me.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Two things here:

1 - @Unruly - nice use of GM-ness to move us along. I think we were floundering a bit and that fixed us up.

2 - @Tina - Do you want me to toss a heal on Anevia? I was going to do it earlier but I didn't want to step on your toes with the heal skill.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Feel free to heal her up


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Super sick. Wanted to check in. Please Bot Kel as needed.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Glad to see you are back, Kel. Feeling better, I hope?


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Much. Still not at 100%, but I'm functional. I haven't ever been sick like that. Took me out for 5 days. No fun.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Ouch. Glad it's over then, Kel.

Nothing to add gameplay-wise. Just doing my morning check.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Hope you feel in full spirits soon Kel!

-Posted with Wayfinder


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Just an FYI, alchemist bombs do crit. However, they have special crit rules. Only the initial 1d6+Int damage gets multiplied and not the damage increases that come with higher alchemist levels. I'm assuming that this also increases the splash damage, though I may be wrong about that.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Bonus INT damage is not multipled.

From PRD wrote:
considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).


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TinyTina wrote:

Bonus INT damage is not multipled.

From PRD wrote:
considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).

Because of how that bit about bonus damage is in the sentence regarding the additional damage gained at every odd level, I'm inclined to believe that it means that the extra damage from being a higher level alchemist isn't multiplied, rather than meaning that the Int bonus isn't multiplied. The bombs seem to be considered a weapon with a base damage of 1d6+Int, while all those extra damage dice from level 3 onwards are considered bonuses.

If the +Int wasn't meant to be multiplied, they would have written the section as
"On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level."

EDIT: It also seems that the splash damage itself most likely doesn't crit, since the splash damage isn't subject to an attack roll of its own. I like that interpretation, so I think I'm going to go with it.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

I agree that we, as a group, have arrows to give to Anevia. We never established who actually possesses most of the common/mundane items from the crusader corpse, though.

How do we want to handle that now? I will do a better job of making that more explicit in the future.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Hm... I'd assume that one of the stronger characters has the bag, so Kel or Kosz. So we can just roll off on them?

Kel or Kosz: 1d2 ⇒ 1 = Kel.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

That is the outcome that makes the most sense, but it also makes our current situation a little bit less easy.

I've got no issue with this decision if nobody else does.

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