GM SpiderBeard's Fall of Plaguestone: Group Two

Game Master Barvo Delancy

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Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging

GM, you list me as sickened 1, but as per your comment I spent an action in this turn to remove the condition (listed as the first action of the three there). Did I miss something?


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Nope, I did!


Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging

"My son is also named Bort...!"

All the wagons in this caravan need "Bort" license plates. :D


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Trust me as a ludicrous Simpsons nerd I've been -fixated- on that name lol


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Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging

Was a DC established for Laurel's "Leap Down From Cart" stunt?

Asking for a friend.

Who can't ask right now, because he's raging. ;)


Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging
Laurel "Desna" wrote:

Question Two

How do you want us to handle critical hits? For example, should we assume it's always possible and include the extra die rolls just in case? (In my redux first round post I rolled a natural 20 but the "exceed by 10" situation is not always clear if we don't know the numbers).

If I'm reading the rules right, you roll your normal Strike's damage. If it's a crit, that number you rolled is multiplied (see p. 451, "Doubling and Halving Damage"). If I roll 1d8+4 and come up with 9 damage, but that ends up critting, I did 18. I don't roll another 1d8+4.


Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging

Expanding on my previous post, I think the only times additional retroactive die rolls are needed on crits are when the weapon being used has either the Deadly or Fatal traits. I'm not sure how you want to handle them, but adding in Deadly's additional die/dice is fairly simple, and if I ever end up using a Deadly weapon and GM recognizes a critical before I do, I am fine with him adding in rolls for any and all additional dice needed, in the name of speeding up gameplay.

Fatal is a slightly different beast, because you replace your normal success die, might need to chew that over some.


Female NG Elven Champion 1 | HP: 17/17 | AC: 17 (19 shielded) | F: +6, R: +3, W: +6 | Perc: +4 | Speed 30ft | Hero Points: 1/1 | Focus points: 1/1 | Active conditions: none. |

Zurkha's reading is the same way that I've seen and run it in my face to face games. It's kinda nice for PbP because we can roll damage and then the GM can just double it and add deadly dice and such if necessary. As for fatal, that only applies to three weapons right now (the picks), so I doubt it will come up in this game.


Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging

The following is brought to you be every other weapon in the game.
"Picks: don't be that guy." :D


Female NG Elven Champion 1 | HP: 17/17 | AC: 17 (19 shielded) | F: +6, R: +3, W: +6 | Perc: +4 | Speed 30ft | Hero Points: 1/1 | Focus points: 1/1 | Active conditions: none. |

When I can eventually play a kobold barbarian you know damn well I'll be protecting my candle with a greatpick!


Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging

I honestly think one of the great things about 2e is that you're not quite as tied to you weapon as you were in 1e (in the sense of not having feats and such invested in a particular weapon or group of weapons). I have always been motivated by a sense of "WWCD" (What Would Conan Do), and he rarely seemed to use the same weapon twice across his stories.


Male Goblin Wizard 1 HP: 12/12 | AC: 15 | F: +3, R: +5, W: +6 | Perc: +4 | Speed 25ft | Spells: 0: 5 1: 2 | | Hero Points: 1 | Reactions | Conditions: None

I like not being as tied to a weapon. Also, I’ve never read or seen any Conan media, is it worth going back and reading now?

Also also, you guys inspired me to go actually read how criticals work and I think it’s a pretty cool idea.


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Hopping down from the cart in a single stride is a DC 10 to me. This isn't high-end athletics so easy make.


Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging
.Nosh. wrote:

I like not being as tied to a weapon. Also, I’ve never read or seen any Conan media, is it worth going back and reading now?

Also also, you guys inspired me to go actually read how criticals work and I think it’s a pretty cool idea.

If heroic fantasy stories are your jam, hell yeah read some Conan. At the very least read Robert E. Howard's original stories; they were republished not too long ago, I'll try to remember to link some titles later.

The later stories by de Camp and Carter are dismissed by some fans, but I still find them entertaining, and in a beers-at-poolside chat with my buddy a when back, I argued that they served a vital function historically, keeping interest up at a time when otherwise the character could have "disappeared".


Young Human Ranger | HP: 17/19 | AC 17 | F: +6, R: +9, W: +3 | Perc: +5 or +7 to initiative | Speed 25 ft | Hero Points 1/1 | Conditions: two levels of fatigue

Went poking around for the Wounded rules for Nosh's (and I'm positive a future Laurel's...) current plight:

Spoiler:

Wounded
You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn’t already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition’s value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.

Knocked Out and Dying
As a player character, when you are reduced to 0 Hit Points, you’re knocked out with the following effects:

*You immediately move your initiative position to directly before the creature or effect that reduced you to 0 HP.
*You gain the dying 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the wounded condition, increase your dying value by an amount equal to your wounded value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don’t gain the dying condition; you are instead unconscious with 0 Hit Points.

Treat Wounds
Requirements You have healer’s tools (page 290).
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.

The result of your Medicine check determines how many Hit Points the target regains.

Critical Success: The target regains 4d8 Hit Points, and its wounded condition is removed.
Success: The target regains 2d8 Hit Points, and its wounded condition is removed.
Critical Failure: The target takes 1d8 damage.

From what I can tell, it looks like the Wounded condition essentially raises the stakes if you go down twice (or more) in a short period without healing or rest. Does anyone else see some other situation in which it comes up?


Male Goblin Wizard 1 HP: 12/12 | AC: 15 | F: +3, R: +5, W: +6 | Perc: +4 | Speed 25ft | Spells: 0: 5 1: 2 | | Hero Points: 1 | Reactions | Conditions: None

Ah, ok, I think that makes sense.


Young Human Ranger | HP: 17/19 | AC 17 | F: +6, R: +9, W: +3 | Perc: +5 or +7 to initiative | Speed 25 ft | Hero Points 1/1 | Conditions: two levels of fatigue

Hero Points:
Is it a "use it or lose it" thing?
Or could I theoretically "bank" multiple HPs to save them for later?


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They reset at the end of every 'game session' which will be at a few key points in the PbP game.


Young Human Ranger | HP: 17/19 | AC 17 | F: +6, R: +9, W: +3 | Perc: +5 or +7 to initiative | Speed 25 ft | Hero Points 1/1 | Conditions: two levels of fatigue

So by "reset" meaning if you didn't use yours, it's lost?


Male Goblin Wizard 1 HP: 12/12 | AC: 15 | F: +3, R: +5, W: +6 | Perc: +4 | Speed 25ft | Spells: 0: 5 1: 2 | | Hero Points: 1 | Reactions | Conditions: None

I’ll post something tomorrow afternoon, had a family trip this weekend.


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Sorry for missing a day. Life got craycray.

Basically you have 1 hero point at every 'reset' which is at speific parts in the game that roughly match a four hour gaming session. So if you saved up 3 and don't spend them, they go back down to 1.


Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging

Apologies, the weekend got away from me. Catchup and post ASAP.


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No worries, I'm not a stickler for weekend posting.


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Heads up I will probably miss my Tuesday post as I'll be at a retreat.


Young Human Ranger | HP: 17/19 | AC 17 | F: +6, R: +9, W: +3 | Perc: +5 or +7 to initiative | Speed 25 ft | Hero Points 1/1 | Conditions: two levels of fatigue

I will be out of town for October 24th-28th, unable to post reliably, if at all.


Young Human Ranger | HP: 17/19 | AC 17 | F: +6, R: +9, W: +3 | Perc: +5 or +7 to initiative | Speed 25 ft | Hero Points 1/1 | Conditions: two levels of fatigue

Is there going to a map for the "dinner" scene?


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Sorry guys, back from the retreat but my brain is pudding. Update tomorrow.


Male Goblin Wizard 1 HP: 12/12 | AC: 15 | F: +3, R: +5, W: +6 | Perc: +4 | Speed 25ft | Spells: 0: 5 1: 2 | | Hero Points: 1 | Reactions | Conditions: None

Sorry, I’ve not sat down and figured out what Nosh would share. I’ll work on that today.


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No worries, got a whole group I'm waiting on so nobody gets singled out lol.


Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging

Sorry, Mrs. Zurkah and I went away for a weekend. Zurkah's tale is posted now.


Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging

@Nosh: that's a good question, and I'll be honest, I hadn't quite gotten that far ahead in my answers. :) I don't think it's a 'revolving door,' if you do this, you're out. I suspect the Furies probably consider Zurkah "dead to them;" if he had to go back, he might get treated slightly better than any other person, but then again, one can probably make the case that he might be treated worse than the average guy (as in, "You've got some nerve showing up here again...").

I'd like to think by the time Zurkah is forced back to the mountains, he's tough enough to take anything the Furies can throw at him. :)


Young Human Ranger | HP: 17/19 | AC 17 | F: +6, R: +9, W: +3 | Perc: +5 or +7 to initiative | Speed 25 ft | Hero Points 1/1 | Conditions: two levels of fatigue

Ok I am having a dice malfunction. My most recent post, the RNG pinged a "7" giving a 1d20+5 result of 12. I went back to edit the post (to change a word or two out) without touching the dice format, and suddenly the RNG is pinging a "20" giving a 1d20+5 result of 25.

This is the first time a die roll has changed in edit.

Any tips?


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Female NG Elven Champion 1 | HP: 17/17 | AC: 17 (19 shielded) | F: +6, R: +3, W: +6 | Perc: +4 | Speed 30ft | Hero Points: 1/1 | Focus points: 1/1 | Active conditions: none. |

I've noticed that if I keep my rolls inside of spoiler tags they won't change on an edit. I may be wrong, but try doing it here in discussion to see if that works. I'd try myself but I'm on mobile and its 2am :p


Male Goblin Wizard 1 HP: 12/12 | AC: 15 | F: +3, R: +5, W: +6 | Perc: +4 | Speed 25ft | Spells: 0: 5 1: 2 | | Hero Points: 1 | Reactions | Conditions: None

I've not noticed die rolls changing between edits. It might just have been a fluke.


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Just ran some tests and they seem fine with me. Not sure what happened there!


Young Human Ranger | HP: 17/19 | AC 17 | F: +6, R: +9, W: +3 | Perc: +5 or +7 to initiative | Speed 25 ft | Hero Points 1/1 | Conditions: two levels of fatigue

So far using spoiler tags seems to be working. Thanks for the suggestion Findlaine think I'll just stick with that.


Female NG Elven Champion 1 | HP: 17/17 | AC: 17 (19 shielded) | F: +6, R: +3, W: +6 | Perc: +4 | Speed 30ft | Hero Points: 1/1 | Focus points: 1/1 | Active conditions: none. |

@Laurel: I just realized I GMed for you at GenCon! That last table of the weekend when the sound went wild in the Sagamore. Small world, holy crap.


Young Human Ranger | HP: 17/19 | AC 17 | F: +6, R: +9, W: +3 | Perc: +5 or +7 to initiative | Speed 25 ft | Hero Points 1/1 | Conditions: two levels of fatigue

Yup! Long time DM here diving into both Society and PbP with the ushering in of the new edition. I suppose we both wanted to get in on the ground floor?


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This weekend is madness. Updates will come Sunday/Monday. Thanks for your patience!


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We are all out of Bort license plates.


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Female NG Elven Champion 1 | HP: 17/17 | AC: 17 (19 shielded) | F: +6, R: +3, W: +6 | Perc: +4 | Speed 30ft | Hero Points: 1/1 | Focus points: 1/1 | Active conditions: none. |

@Galen: Truth and justice squad, gooooo!


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Male Half-orc TN Barbarian 1 | HP: 22/22 | AC: 18 | F: +7, R: +5, W: +5 | Perc: +5 | Speed 25ft | Hero Points: 1/1 | Special Power: Rage | Reactions | Conditions: Raging

I hope he likes you two, because the Sheriff's "hands-on approach" bumps right up against my interpretation of my Anathema...


Male Goblin Wizard 1 HP: 12/12 | AC: 15 | F: +3, R: +5, W: +6 | Perc: +4 | Speed 25ft | Spells: 0: 5 1: 2 | | Hero Points: 1 | Reactions | Conditions: None

Ha, Nosh warmed up to this whole thing a lot more when the sheriff admitted he didn't think it was us.


Young Human Ranger | HP: 17/19 | AC 17 | F: +6, R: +9, W: +3 | Perc: +5 or +7 to initiative | Speed 25 ft | Hero Points 1/1 | Conditions: two levels of fatigue

GM, if we are going to do a full on investigation of the town, can we get a rundown of the buildings and general layout?

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