GM Mioki Presents: Wrath of the Righteous (Inactive)

Game Master Mioki

Pathfinder's Wrath of the Righteous Adventure Path

Come add your name to the roster fighting in the 5th Mendevian Crusade.

Language Guide

Loot Sheet

Slides

Initiative Rolls:

Benedic: [dice=Initiative]1d20 + 3[/dice]

Caliban: [dice=Initiative]1d20 + 3[/dice]

Junior: [dice=Initiative]1d20 + 1[/dice]

Greta :[dice=Initiative]1d20 + 1[/dice]

Massielo: [dice=Initiative]1d20 + 0[/dice]

Selann: [dice=Initiative]1d20 + 8[/dice]

Tristan: [dice=Initiative]1d20 + 2[/dice]

Anevia: [dice=Initiative]1d20 + 7[/dice]

Aravashnial: [dice=Initiative]1d20 + 2[/dice]

Horgus: [dice=Initiative]1d20 - 1[/dice]

Perception Rolls:

Benedic: [dice=Perception]1d20 + 2[/dice]

Caliban: [dice=Perception]1d20 + 3[/dice]

Junior: [dice=Perception]1d20 + 0[/dice]

Greta :[dice=Perception]1d20 + 4[/dice]

Massielo: [dice=Perception]1d20 + 0[/dice]

Selann: [dice=Perception]1d20 + 4[/dice]

Tristan: [dice=Perception]1d20 + 7[/dice]


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Grand Lodge

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M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23
GM Mioki wrote:
I am going to need some bigger demons.

I'm getting scared with some oversized maggots already. Imagine bigger demons. QQ


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Huge maggots! Giant roaches! But until we actually learn something about demons, would we even know that they were bigger than normal? We all saw the Storm King right? We might think all demons were like him!?!

If everything we encounter down here is like the maggots and bugs we're probably just going to start calling everything "demonic" whatever!


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

I’m a little unclear... are we waiting for the bugs to act in the surprise round or do they not go until their spot in the initiative order?

Also, are we supposed to wait for our turn to come up or are we using block initiative? (Block initiative is where separate people into blocks based on their roll and they’re free to post and/or act in any order within their block. In the case of this fight there would be 3 blocks: everyone who beat the bugs, the bugs, and everyone who didn’t beat the bugs. Some people don’t care for it because it can be slightly harder to anticipate each other’s positioning or whether certain creatures are still alive, but I’ve found that really helps keep combat moving in PbP games, fwiw).


My impression was we're in surprise round waiting for an update from Mioki likely in 10 hours based on history so far. I always assume block init unless otherwise stated.

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Small correction from the previous discussion. Skald song and Bloodrage don't stack, since they both affect Str and Con.


Correct but Greta can use her better bonuses if affected by my song, just not any special abilities that would go with it. The up side is there is no fatigue afterwards.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

I understand it like Junior said. We're in the surprise round with the bugs bursting out of hiding. I get to act (one action) in any surprise round due to the class feature for diviners.

Once they've moved or attacked, or whatever, regular action in the first full round happens.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil
Fred Junior wrote:
My impression was we're in surprise round waiting for an update from Mioki likely in 10 hours based on history so far. I always assume block init unless otherwise stated.

That was my impression also but I wanted to make sure rather than potentially waste a day while everyone waits for each other.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

I think we could post a "planned action". But remember that the bugs get their surprise round action before it happens....


Man, I saw all of the discussion posts, and I thought I had a mutiny on my hands. :)

Seems like you worked it all out. Sorry for any confusion.

Yes, surprise round. I'll have the buggys go shortly. Then it will be round 1 and we will use Block Initiative.

I also updated the map to have the little ickies designated by a colored border.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Yeah, I got confused! happens I suppose. :D


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

There's a great trait for worshipers of Erastil that lets you ignore soft cover from one ally every round, as long as you're using Ol' Deadeye's longbow. :)

Oh joy, now we get to deal with the rules for reach weapons, too! That's super fun. :)


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

I will be on the road tomorrow and will not be able to post. NPC me if needed.


Selann Juris wrote:
I will be on the road tomorrow and will not be able to post. NPC me if needed.

safe travels. Probably will not miss much. I have my home group meeting tomorrow. We will be trying Roll20 for the first time instead of meeting together.


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Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

All my "live" games (4) have gone to Roll20. We use Discord for audio. My DM for Extinction's Curse will be purchasing it from R20 because most the prep is already done. We currently are playing Fall of Plaguestone; which he bought and said he loves how easy it is once you get it down....lol.


Tristan de Lion wrote:
Totally missed it; my thanks and apologies! Getting sloppy...been laid off for 7 weeks now; brain is mushy!

:(


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Thanks, Junior; although, it has allowed for an increase in games...lol.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

I'm jealous! I haven't had a live (sit down at a table) game in over 2 decades! I did the Roll20/Discord a couple of years back It was fun, but it ended.... :(
It was 5th ed. The one that ends with the group acing Tiamat....


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Folks, I'll be busy the next two days. I'll work on getting back into it on Wednesday.

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

That's cool.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Sounds good, thanks for the update!


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

See you then, Mioki! Stay safe!


Thanks guys. Day went better than expected. Will work on a short post.


Fred Junior wrote:
GM Mioki wrote:
I considered Caliban's Concentration check as part of casting defensively; therefore, the cockroach will not take an AoO. Not sure if this is right, but it sounds good.
He didn't provoke from casting because of the concentration check. He provoked from using a ranged attack while being threatened. If he didn't cast defensively he would have provoked twice.

Hmmm, even if the ranged attack was a spell? Interesting. I would like to think a successful Concentration Check would void it out. Seems like there are many drawbacks to being a spellcaster. Will have to get a better understanding of the mechanics. Thanks for the info.


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Casting in combat can be tricky; although, the Magus is built for it. Technically, Caliban required 2 separate Concentration checks; firstly for casting while threatened; and, secondly, when using a Ranged attack in melee.

Combat Casting Feat will be his bestest buddy!

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Combat casting is a must for magi, but it doesn't help with a ranged attack in melee. He will want to use Spell combat with Spellstrike as often as he can, which doesn't require ranged attacks.

GM Mioki wrote:
Seems like there are many drawbacks to being a spellcaster.

You don't want to be a spellcaster in melee unless you specialize for it. You always need a backup plan for when someone gets to you. The cantrip Daze is great for that at early levels, even though it only works on humanoids.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Yeah, thanks for pointing that out, I'd forgotten about the ranged attack provoking AAO in melee. Still trying to remember how to play a magus, this will be interesting!


Thanks for the info guys. Still have a lot to learn, but I'll get there.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Hey, its all good!


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Live and learn. Die and forget it all!!!

Grand Lodge

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M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23
Greta Gyllenhår wrote:

Greta continues to sway with rhythm of the drums as she raises up her hammer and brings it crashing down again in an attempt to kill the final bug...

[dice=rage]1d20+7
[dice=for]2d6+9

Cue Terry Crews yelling "explosiooooon"


Tomorrow, Promise! Really want to get back to this, just too tired tonight.


I have not forgot about you folks. Work ended crazy, and now I have the holiday weekend and some really nice spring weather to blow off steam. I am spending some much needed time hiking outside in the beautiful sunshine and far away from a computer. I'll get back soon, but I need some outside time.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

I feel that. Its 10:30 at night and I'm so rundown, stressed out, and stir crazy that I'm thinking about just going out and driving around for an hour or two. Do whatever you can to take care of your mental health.


Benedic wrote:

Benedic casts spells upon himself at the end of the fight. He casts enhanced diplomacy for those who are curious. Believing himself to be the only one injured in the fight, he waits until he is away from the battlefield to channel positive energy.

[dice=Channel positive energy to heal]1d6
[dice=Channel positive energy to heal]1d6
[dice=Channel positive energy to heal]1d6 (Rolling multiples only in case the first two have no effect-- he stops after the second.)

Benedic heals 1 hp and gains a +1 channel bonus to Diplomacy. If Anevia is still injured, she does too.

Benedic, I have been racking my brain on this, and I am hoping you can clarify. Why does Benedic only get 1 HP if he channeled twice?

Thanks for any assistance.


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Sorry, Benedic is designed with the Variant Channeling rules, found here: https://aonprd.com/ClericVariantChanneling.aspx. They say that when he channels to heal or to harm, they are only half as effective and have an additional effect. One of the areas of influence in Iomedae's portfolio is "Rulership", and that says that when Benedic channels positive energy to heal it also gives a channel bonus to Diplomacy to everyone in it until the end of his next turn. That's only +1 at this level. Pretty weak, I know, but when he channels positive energy to harm it dazes all affected creatures that fail their saves for 1 round.


Benedic, Thanks! Does his Channel to Harm affect undead only or other creatures, as well?


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Currently it only affects undead, but if he were to take the Alignment Channel feat (which he gets as a bonus feat at 4th level), he could choose to affect evil outsiders with it as well.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor
Massielo Cirus wrote:
What's going on? I'm so lost

You mean the "BOOM!", or my action? Not sure about the "BOOM"....

My actions are due to my class feature Forewarned. I like the way GM Mioki is playing it. It lets me do a single action in the surprise round, move, attack, cast a spell, etc. That's why I keep my crossbow ready since it is more effective than the spells that I might otherwise cast. That will change later.


Sorry for the confusion. The 'Boom' was added because of the 20 rolled for Junior's 2nd initiative roll due to Tristan's Tactician Domain.


Greta Gyllenhår wrote:

Greta does her best to stay at the front of the pack as the group of survivors moves into the large cave. ”Eyes?” she asks as she looks where Tristan is pointing.

[dice=perception]1d20+4+2

”All I see is that door...”

I’m not sure what the actual bonus is for someone pointing? My RL group has always done +2 (like an aid another), so I did that, but, in retrospect, I think that’s probably a house rule?

I am fine with the +2 Aid Another bonus. This allows the character to take a second look at a certain area and put it under higher scrutiny.

Adding character dialogue to relay information from higher perception checks is my preferred method. This allows character interaction and dialogue. In my opinion, dialogue really helps to drive a story and build character development.

Since you all are in various games and have many expereinces, I am open to hear how other games are handled.


I put up a new map. Still trying to figure out slides, but I think it will do. If you want to, you can copy/paste your icons and modify the size. I have Junior and Massielo there already.

I'll put some Initiative Rolls here, but I'll let you all check in with the Perception Checks before we move on.

Benedic: Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Caliban: Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

Junior: Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Greta :Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Massielo: Initiative: 1d20 + 0 ⇒ (11) + 0 = 11

Selann: Initiative: 1d20 + 8 ⇒ (6) + 8 = 14

Tristan: Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Anevia: Initiative: 1d20 + 7 ⇒ (18) + 7 = 25

Aravashnial: Initiative: 1d20 + 2 ⇒ (19) + 2 = 21

Horgus: Initiative: 1d20 - 1 ⇒ (3) - 1 = 2

Something in the Air: Initiative: 1d20 + 3 ⇒ (15) + 3 = 18

Something on the Ground: Initiative: 1d20 - 1 ⇒ (11) - 1 = 10

Also, Will be away until Tuesday night / Wednesday. Have some lovely spring weather and one of our favorite Bed & Breakfasts has reopened. The wife and I are doing a short get away to hike one of our favorite waterfall trails which is near the B&B.


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M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

That sounds like a wonderful getaway, have fun!


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Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Enjoy!


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Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan will have his Tactician Domain ability on Junior.

Have fun!


Junior's Tactician Initiative Roll:

Junior STI: 1d20 + 1 ⇒ (10) + 1 = 11

well, 11 is better than 10 :)


Enough to be better than something on the ground in any case!


GM Mioki wrote:

Adding character dialogue to relay information from higher perception checks is my preferred method. This allows character interaction and dialogue. In my opinion, dialogue really helps to drive a story and build character development.

Since you all are in various games and have many expereinces, I am open to hear how other games are handled.

Mioki, you'll discover this when you finally get to start playing in my SA game that I roll perception/sense motive/knowledge checks for my PCs. And then say something unspoilered like "Theophilus knows that the Shoggoth is an ooze and its many sense organs lets it see in all directions. Ooze traits and all-around vision special rule."

You are right that the can discourage interaction but I've also found that waiting for everyone to chime in for a check can stall the game. I don't think that either method is wrong and one or the other works better for different groups. You're rolling initiative for us which is great, I've had games where the GM refuses to do this and that really kills momentum.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

The other thing I've noticed (along the thread of Junior's comment) is that you can roll perception when something "might" be there. Then if we notice, you tell us whatever you feel the perception roll would give. And if we didn't notice, we (the players) don't know that we didn't notice the something that might have been there....

And when you then surprise the group with something that nobody noticed, when they ask you just say "Nobody made the required perception check! Player 1, you were surprised and took a shot to the head, you're dead. Player 2, etc.... :) That's mostly for 1st level characters, like us!!!"


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

I’m a big fan of the RP, but I also agree that in PbP finding ways to keep things moving is important, especially in a game like this where we’re already posting a little bit slower than many games. Every time we post it’s an opportunity for RP, and often we can bounce a few RP posts around before anyone needs to wait for an update, but when we do reach those points where everyone is waiting on one person it can sap the momentum from the game. I mean, it’s bound to happen sometimes, that’s just the nature of the game, but whenever there’s an chance to keep things moving I’m in favor of it (for whatever that might be worth).

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