GM BB's First Shot

Game Master baggageboy

Trouble in a small town leads to an interesting proposition.

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HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

(Checks in)
There's a heat wave here currently - and simultaneously, multiple people at work are on vacation. That combined is a massive workload, a lack of concentration due to heat, and overall 'tiredness'. Just saying I would usually attempt to push forward or ask again, but right now, I kind of lack energy :) I will try and not have you wait on me too long, though.


It's ok, I understand that everyone has been pushed out of their normal routines, myself included. I just figured it was time to bump it. No rush


As posted in the other campaign thread, just moved into new home. Has been insanely busy, and I apologize on how this campaign has been held up by me.


Thanks for the heads up Kasit. One of the great benefits of a small party is that we rarely have players hold up the game, the drawback is that when one person is out the whole thing stops. That said I'm ok with waiting for now. We'll get started back up when everyone is ready :)


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

I concur.
No problem, better to take a small break, then restart once things are better for you.


Sorry guys busy week. So sounds like you guys are going in, how do you go about it?


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

Hum...I did miss that there was a question in Discussion, but knew that people were busy (and half of my games are in a semi-hiatus currently, or moving extremely slow.)

That said, it was my hope that this is one of those secret escape "tunnels" that only open from the inside. That is, you can't operate them from outside, which saves a lot on guard costs over the years if you are not currently under siege.

So the idea was go in, close the door, search for missing objects and/or treasure while one observes/threatens the sleeping gnoll, then interrogate him. He should be prone and unarmed, with 3 armed people surrounding him. Even if he is a bit sleepy, he should understand that resistance is not the smart thing.

As a bonus, the other Gnolls would get locked out of the place...meaning they'll either have to use the front door, or camp outside :)
Plus, we get to present ourselves as heroes - not only did we discover the stink in this place, we found the source: A gnoll that clearly awaited reinforcements hiding away inside the castle - after one of the villages was viciously raided by Gnolls, clearly a similar fate awaited this castle, and we heroically stopped them.

Either the Lord invests into our story, or he'll have a hard time weaseling out of that one...


HP: 14/14 | AC: 18 / T: 11 / FF: 17 | Fort: +4, Ref: +1(Evasion), Will: +3 | CMB: 5, CMD: 16 | Init: +1, Perception: +0 (Darkvision)

That is, of course, assuming that we do continue.
With no posts for 1.5 Month, it may have been we've all been waiting or not realizing how much time passed, or it may be that people's circumstances have changed and it's no longer desirable to keep going, or do so at a later date.
I just tend to be cautiously optimistic, but I'll understand whatever decision is put forward.


I'm still here and willing to keep going. I've been busy, but I can support a post a day pace if everyone is up for it. I just didn't want to pressure either of you given all the craziness that is the world today.

Anyways the door is as you suspected, hidden and only openable from inside once closed.


Kasit, how do you feel about continuing this game?


Lets do it! Will get caught up. Agreed on Sonira, didn't realize how much time had passed.


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

Aye, in that case, we go inside, make sure the sleepy guy is REALLY alone, then close the door from the inside - while 2 guys are already standing next to him. If there's any weaponry on or near him, I would try to snatch it away before.


Awesome :) Glad to get rolling again :)


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

Hm, I would love to suggest a course of action, but I'm kinda in a deadlock. Nothing seems like a 'good idea' right there. We could pretend we never saw the chest, but I am reluctant to leave the figurine behind.
We could pretend it was not us, but I already talked to the Head-Servant about the smell behind the door(and the guards knew we took a stroll).
We also already were behind wars after the incident with Mister Mevinter - so being called into the principals office again so shortly after seems undesirable.

I am still pondering, and hope I'll come up with something soon.
Just saying.


That's fair, you've definitely worked your way into an interesting situation. Don't worry too much though, I'm not out to kill you guys out right, so in the end, decide a course, and trust that you'll still have a path to victory either way :)


IT'S A TRAP! Now is NOT the time stop panicking!


HP: 14/14 | AC: 18 / T: 11 / FF: 17 | Fort: +4, Ref: +1(Evasion), Will: +3 | CMB: 5, CMD: 16 | Init: +1, Perception: +0 (Darkvision)

Just to be clear - on the map there are no neighbouring rooms, but I am not sure how the outside walls line up with those. Maybe there is a walkway from 10 parallel to the corridor? or one from 9 towards the stairs? Or a hidden room altogether(e.g. to the left of 10, where the wall could extend from the upper left point of 10 to the upper left of E and nobody would 'notice' the secret room if they are not paying attention).
Still, that makes 3 squares to take 20 on, left of 10, lower right of 9. But figured I clarify because according to map, it's 'only' outside or corridors so may be unclear where she is looking.


How are you guys doing? No rush, just checking in. I know life right now is still anything but normal.

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