Ærde: Lost and Found in the City of Wonders

Game Master Jibril Johan Sameh

On the north western edge of Al Aimtidad, the anvil desert, sits the jewel of the world, the city of Zhayalammar. It is the ancient city of invention, horror, passion, and sorcery.

The Narrative * City Map * Character Status * Lands Around Zhayalahmar * Known Power Groups * Gossamer House * Current Map * The Scoreboard


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Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Intrigued by the split aspect of the city... not that Tymythy is able to figure things out right now, or appreciate the wonder, but... is the effect merely an illusion? Or something more? I'd assume that if one part of the city is baking under sunlight 24/7 and the other side shaded, there's be some really weird weather at the edge – very hot air constantly running into very cool air. Wild wind currents at the very least. And plant life might be rather extinct, unless even more magic (or centuries of selective breeding) have allowed some plants to adapt.


Okay that pigeon chatter is the best thing ever! I LOVE their names. Please everyone refer to me henceforth as Orange Hair Bird Mouth.

Though it's too bad you can't see Corey's performance of pigeons (Angie and I had that distinct pleasure in another game).

Also, nice move Tymythy shielding the guards from Dounia's flailing :)


male (he/him)

aka O'HaBirm


male (he/him)

There may be some confusion. There is only one aid roll per round. The first round - entering and cutting through the factory - Dounia performed the aid roll. Although Tymythy's actions had a stakes effect on the game, and was marvellously hilarious, Dounia had already acted for the first round. The system that I'm trying to refine is very turn based - like a board game inside a roleplaying sandbox.

I've tried this before and if it comes up again it will probably work slightly differently.

If you run games please feel free to use it or riff off it. I'd love to hear how it goes.


HP 31/31/Wis -1| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9

I have read and reread the pigeon conversation, and I laugh every time. Wonderful!

Though if Cairee translates for us, Dounia is defnitely calling her bird breath from now on.

I vote we use one of the special tokens - we might not need it, but I'm curious about what they will do.


Ooh, I forgot about the tokens. Yes let's try one. And Cairee didn't translate in the moment but will do her best to recount it if asked.

Edit: Just re-read the chase rules. So someone still needs to aide the party. Then we can declare a token before we all do our stage 5 rolls.

Corey wrote:
Special rule! I give you a number of tokens. You must declare you are using one before you make your group roll. Using them will give you a conditional bonus on your Stage 5 rolls. ('This' chase will have two tokens. One looks like a golden arrow. The other looks like a decorative handkerchief.)

If Tymythy can do the aide, then we can pick a token. I vote decorative handkerchief :)


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

I doubt Tymythy would have had time to check yet, but since Dounia had her jewellery in her bundle I will assume Tymythy's purse is there as well (the guard haven't yet taken the time to sort out what to keep and what to toss away)...


male (he/him)
Tymythy-son-of-Stywyrt wrote:
I doubt Tymythy would have had time to check yet, but since Dounia had her jewellery in her bundle I will assume Tymythy's purse is there as well (the guard haven't yet taken the time to sort out what to keep and what to toss away)...

You are right, guard haven't taken the time to sort but in the quickest way. They have used what was obviously money and added it to their traveling coffers. They have thrown out what is obviously useless and bulky (i.e. Cairee's staff). All else they would have eventually thrown in a pile for assessment. You do get the distinct feeling they are answerable to someone else.

Zahra al Asmar wrote:
So are flying carpets super rare in the city? I'm assuming since there were guards chasing her on carpets of their own that it isn't unheard of but I wanted to be able to put it into context

You have heard of flying carpets in folklore and fairy tales and some parts of history (i.e. Altaire rode to war on his flying carpet and was followed by a battle group of 900 warriors, 100 stallions, and 7 elephants). You have seen wonders in the street (i.e. someone selling a dolls house where all of the dolls move - actually a cunning and very fragile machine) of which 99/100 are fakes (people have traded their cows for 'magic beans' before now). You can decide wether you thought flying carpets were real or just stories until this moment.

That there is a guard group that not only has flying carpets but is trained on them would be a DC25 knowledge local check.


Corey wrote:
You can break here. This is currently a safe space and you can stay here even for a long rest (8hrs) if you like.

Woo hoo! Go team! Cairee could sure use a long rest - her magic is used up. And if Zahra wants to put her through a minty car wash, she wouldn't say no :)


male (he/him)

As I have said in early discussion, I really like starting people at 1st level but hate keeping them there. Everyone level up! Gaining new levels will take more time than this. You have, however done a lot of writing, roleplaying, and dice rolling - you definitely deserve level 2.

Reminder! No treasure by level increase. In game money only. The chest did have interesting stuff but it was good you left it behind.

@Dounia - I will post what you found in the two bundles soon.

Also, in the next day or two, everyone expect a PM.


Hurray!!!!


Human Draconic Sorcerer/4 | HP 26/26 | Init +2 | AC14/F12/T13 | Mage armor AC18 | F+2 R+3 W+4 | Perc +4 SM +0 | Active Conditions: Mage Armor | Spells per day: 1st 7/7 2nd 4/4 | Claws: 7/7rounds | SMB 7; SMD 17

I would like the pigeons to tell us that we go up a level :)

Huzzah for level 2!


Human Draconic Sorcerer/4 | HP 26/26 | Init +2 | AC14/F12/T13 | Mage armor AC18 | F+2 R+3 W+4 | Perc +4 SM +0 | Active Conditions: Mage Armor | Spells per day: 1st 7/7 2nd 4/4 | Claws: 7/7rounds | SMB 7; SMD 17

Level 2:

+6 HP (d6 + Con bonus + favoured class)
+1 BAB
+1 Will
+1 level 1 spells per day
+1 level 0 spells known -> ray of frost

Skills:
+1 bluff
+1 perception
bkgd skills:
+1 appraise
+1 profession, seamstress


HP 31/31/Wis -1| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9

YAY for level 2!! And congrats on a great opening and chase scene, I fully enjoyed that. Looking forward to getting to know everybody a little better now.

Level 2

HP +7
BAB +1
Ref +1
Evasion
Rogue talent: pending

Skills:
Acrobatics
Bluff
Climb
disable device
Escape artist
k local
l geography
perception
stealth
survival
UMD

Background:
sleight of hand
appraise


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |
GM Corey Homebrew wrote:
Tymythy-son-of-Stywyrt wrote:
Starting to remember those favored enemy bonuses...
I don't think there's a bonus on stealth for favoured enemy - there if for favoured terrain. Regardless you all pass with flying colours (there's a decorative magic carpet pun in there somewhere)

Right you are... guess my memory has more holes than I like to believe ;^)


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

How did you do HPs at level-up? Half? Half +1?


male (he/him)

Half +1


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Level 2:

+9 HP (d10 + Con bonus)
+1 BAB
+1 Fort & Ref
Combat style feat (Two-Weapon Combat): Two-Weapon Fighting

Skills (6 + 1 (int) + 1 (human) + 1 (favored class) + 2 (background)
Acrobatics
Climb
Heal
Intimidate
Knowledge (Geography)
Knowledge (Nature)
Perception
Perform (Dance)
Profession (Trapper)
Stealth
Survival

BTW... does one get a favored class bonus on 1st level? I'm always a bit unsure how you should read that rule, and here opted for the "no". But if you prefer the other interpretation, I could always use one more skill point ;^)


male (he/him)

I say yes but alway differ to the GM. Please everyone, take your Favoured bonus starting at 1st lvl.


male (he/him)

@Cairee - Your heal roll identifies the paste the bandages are soaked in as have good medicinal qualities but your appraise roll isn't high enough for more information.


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

I'll leave Thrym freaking out about the "eternal day, never-ending night" city to a following post, and put him missing the obvious to his exhaustion, and being able to see the forest from the trees ;^) As far as he's concerned, that kind of magic use seems criminally irresponsible.


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |
GM Corey Homebrew wrote:
I say yes but alway differ to the GM. Please everyone, take your Favoured bonus starting at 1st lvl.

Thank ye. In that case I'll pick one level of Knowledge (Dungeoneering) just to tag all the class skills I intend to ever use.


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Oh, another question: if the slavers took the coins and dropped bulky items, what exactly each of us have in our bundles? They did keep Tymythy's spear, so may I assume his bow and armor are there as well? Or, rather, is there something in Tymythy's kit that is now lying on the roadside somewhere or in a slaver's own pocket?


male (he/him)
Tymythy-son-of-Stywyrt wrote:
Oh, another question: if the slavers took the coins and dropped bulky items, what exactly each of us have in our bundles? They did keep Tymythy's spear, so may I assume his bow and armor are there as well? Or, rather, is there something in Tymythy's kit that is now lying on the roadside somewhere or in a slaver's own pocket?

The only other thing you're missing from your equipment if your rations which you have either eaten up or they have spoiled.


male (he/him)

Working on advancing the game - I will post this evening (6 to 10hrs)


male (he/him)
Cairee Featherfriend wrote:
[dice=Knowledge Religion]1d20 + 6 would she know if there were likely any of her order here?

There are none of your order in Zhayalahmar.

There are many Orders that worship Saif. Yours is called the Ospitiumati (hospitaler) Order of Saif. They have one church, almost entirely human, based in Issmenador but they have many Goliards/pilgrim/or wandering clerics.

Goliard (or child of goliath, a nickname for Saif who is said to be a mile tall) is specific to the Ospitium Order.

The order is relatively new (three generations) amongst orders that worship the ancient Saif. You have never heard of any wandering cleric to go this far west. They mostly serve the towers within 500 miles of Issmenador.

Orders that worship Saif in Zhayalahmar:
The Marumuruntu Catherdral (cloistered High-elves who focus on medical science and strange poisons or maladies)
The Karunai Order (Grey Elves that accept human devotees - they focus on helping those who cannot afford physicians)
The Vellayarday (The White Cloaks - grey elven wandering clerics with no physical church)

All orders believe that Saif shows us that calmness of mind and rational thought can only lead to compassion and true compassion has healing powers. You expression of that compassion seems to have lead you to a connection to the natural world as well, something your sisters don't seem to have (aka. birdmouth).


Corey wrote:
Describe these to anyone and they can make a spellcraft roll to identify them. Torc DC15. Vial or Bandages DC16.

Dounia, Zahra and Tymythy - Cairee does so :) Feels unnecessary to repeat Corey's description in a new post...


male (he/him)
Cairee Featherfriend wrote:
Corey wrote:
Describe these to anyone and they can make a spellcraft roll to identify them. Torc DC15. Vial or Bandages DC16.
Dounia, Zahra and Tymythy - Cairee does so :) Feels unnecessary to repeat Corey's description in a new post...

I just checked and no one has any spellcraft ranks - it's a mystery what these are exactly.


Quick, someone take a second level skill point in it! :)


Human Draconic Sorcerer/4 | HP 26/26 | Init +2 | AC14/F12/T13 | Mage armor AC18 | F+2 R+3 W+4 | Perc +4 SM +0 | Active Conditions: Mage Armor | Spells per day: 1st 7/7 2nd 4/4 | Claws: 7/7rounds | SMB 7; SMD 17

I had seriously considered it but since she hadn’t been in a prior situation where spellcraft would have been beneficial, I couldn’t see why she’d take that over bluff - which she would want to hide her spell casting moving forward. However, because of this she’ll definitely be taking a skill rank next time we level. Sadly she only gets 2 skill points because she’s not so smart.


male (he/him)

New map up on Roll20. Please place your icons somewhere in or near the green circle.


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Actually managed to place the icon this time!


male (he/him)
Tymythy-son-of-Stywyrt wrote:
Actually managed to place the icon this time!

Good news :)


male (he/him)

Some notes:
1)
I didn't mention it in the post but opposite Zahra's family's place is the 60' city wall that closes off the centre of the city from the daylight city. There are buildings taller than the wall which is why no building is allowed to be built within 30' of it.

2)
I am not going to mask the map as Zahra is very familiar with its' layout. This means there may be things on the map that aren't represented until you can look into the room.

3)
Perception checks.

If it sounds like it would be helpful to have another person looking then assist rolls will add +2. In some situations the bonus will stack. For example: When looking at an ancient artifact having someone looking over your shoulder is helpful. Having four people looking isn't. When tossing a room to find a set of keys more people = more help so it stacks.

If you want to have your own separate perception check then look for something specific.

This past round is a good example. Cairee looked for something relatively specific: spies. If she had said 'I take a look around' the DC to notice the osprey would have been higher. Zahra listened for a response to her outcry but she didn't check to see if anything was wrong about the door (i.e. was it marked). Some things you won't find unless you give me a sense you might notice them.


male (he/him)
Dounia Mehar Mehek Ghali wrote:
How often can Dounia try to pick a pocket? Is it each time a perception, and two sleight of hand rolls? I've never played a rogue who was an actual thief before. I want her to be quite light-fingered, but not to the point of slowing down the game. She also has a drawaback about needing to steal something worth 10 gp every day.

If you are picking the pocket of an NPC then I'll already have an idea of what they're carrying.

If you're picking a 'bot', a rando from the crowd, then I need some mechanism for determining how much money you get. It seemed reasonable that an appraise roll like a 'determine the most valuable item in a hoard' roll (but with a much lower DC) would work. I felt perception didn't quite cut-it.

So: 1) you case a crowd; 2) you pick a target (appraise roll); 3) you make a pickpocketing attempt; 4) you count your money and subtract it from what need to steal for the day. In this case the 10gp doesn't need to be one item.

If you wanted to use your pickpocketing skill as a 'profession roll to earn money' I would do that. No chance of getting caught but you put in a full day's work for less yield.


Human Draconic Sorcerer/4 | HP 26/26 | Init +2 | AC14/F12/T13 | Mage armor AC18 | F+2 R+3 W+4 | Perc +4 SM +0 | Active Conditions: Mage Armor | Spells per day: 1st 7/7 2nd 4/4 | Claws: 7/7rounds | SMB 7; SMD 17

I was on the map but disappeared. I put her back on at the top of the stairs. Let me know if you still can't see her.

Do I need to save it somehow after adding my token? Just wondering why she disappeared...


male (he/him)
Zahra al Asmar wrote:

I was on the map but disappeared. I put her back on at the top of the stairs. Let me know if you still can't see her.

Do I need to save it somehow after adding my token? Just wondering why she disappeared...

Sorry, you don't. I was doing stuff and accidentally deleted the token.


male (he/him)

Ooops - two things.
1) I forgot to move the burglar token after the last round. Tymythy, you have enough movement to follow onto the last floor and perform the same action. I've moved you to reflect that. If you want to change your action please let me know.

2) I can't seem to separate the character tokens. This means everyone has to view the same floor. I will research this and attempt to fix it. For now everyone will be looking at floor 2 on Roll20. Tymythy and Zahra, please place your tokens over the T and Z respectively. Dounia and Cairee, you are on floor one represented by the blue D and C.

Hope this isn't too confusing.


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

So, are the other enemies doing something? Or are we now in the "we can all act and Tymythy just did his turn" -part of battle? Is the red-dotted enemy on the map the one who just went down or a new one that took his place?


male (he/him)
Tymythy-son-of-Stywyrt wrote:
So, are the other enemies doing something? Or are we now in the "we can all act and Tymythy just did his turn" -part of battle? Is the red-dotted enemy on the map the one who just went down or a new one that took his place?

We are starting round 2. You don't have a clear view of what all the bad guys are doing. One burglar pulled away and the other two have acted to do 'something', and Tymythy (who is low on the round of initiatives) has acted.

Quick recap:
surprise round - a burglar tried to grab Zahra
round one - (high initiative) Zahra attacked/ Dounia and Cairee moved into position to keep watch
(medium initiative) Burglar 2 broke off, Burglars 1 and 3 performed move actions
(low initiative) Tymythy moved upstairs and attacked

We won't go round by round. We will go in initiative clumps. Your side is up and Tymythy had acted. It's Cairee's, Dounia's, and Zahra's turn before the burglars go again.


male (he/him)

@Tymythy - you can see enough to tell that the bandits are human and can apply your bonuses.

@Kirsdrake/Angie (you both GM ... Shari?) - how do you run a ranger's favoured enemy? Do they have to identify the foe as their favoured enemy to apply their adjustments? eg. a ranger with hated enemy - magical creatures is attacked by an ankheg. They see it but haven't fought one before and make a knowledge - arcana roll. They succeed and can apply their fighting acumen or they fail and can't? Or do they get their bonus and you chalk it up to training they have done against creatures like it and intuition. Both seem plausible to me.


HP 31/31/Wis -1| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9

I've always assumed that the ranger is just instinctually better at fighting the favored enemy. I guess that's assuming it's a skill-based ability rather than rage-based. Are you better at fighting humans because of practice, or because you HATE THEM? The former makes more sense to me, especially if your favored enemy is your race/species.


male (he/him)

Or are you better at fighting humans because you switch your tactics deliberately to fight a known foe?

I'm going to go with the 'a ranger's fighting style is best suited to their favoured enemy(ies) and therefore benefits them whether they know or not' school of thought.


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Hmm... never really considered that. I believe you have to realize you are fighting your favored enemy to use the proper anti-racial trick and tactics... whatever those might be. I believe the hate part of a favored enemy was done away with a few rules editions ago and now the bonus comes from training alone. Could get tricky, though... what if you mistakenly assume your target is your favored enemy, could those bonuses become penalties instead as the target fails to act as you predicted?


Human Draconic Sorcerer/4 | HP 26/26 | Init +2 | AC14/F12/T13 | Mage armor AC18 | F+2 R+3 W+4 | Perc +4 SM +0 | Active Conditions: Mage Armor | Spells per day: 1st 7/7 2nd 4/4 | Claws: 7/7rounds | SMB 7; SMD 17

If Zahra wants to go after green, will she need to make an acrobatics roll to get by blue or is there enough space there that she can get around without it. I thought there would be enough space, plus blue is engaged by Tymythy but I wanted to get a GM ruling before posting.

And thanks for including me in your question above but I am not a GM. :) But my opinion would be it's training based for favourite enemy.


male (he/him)

Zahra is in the threat range of the thug so when she leaves that range she would incur an AoO. There are (or were) only four ways to avoid it.

1) use a five foot step (no other movement that round)

2) make an acrobatics roll over the thugs CMD (halves your movement rate)

3) withdraw action (a full round action)

4) get Tymythy to kill the guy before you can act ... he seems to have forgotten his +2damage on humans which I am adding.


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Didn't forget but rather, from this conversation here, decided Tymythy doesn't know for sure that the masked enemies were indeed humans ;^)


male (he/him)
Tymythy-son-of-Stywyrt wrote:
Didn't forget but rather, from this conversation here, decided Tymythy doesn't know for sure that the masked enemies were indeed humans ;^)

There is a note several posts up where I said specifically that you could see enough of these attackers to identify them as human. Seven posts above this one. This was done for this fight alone to avoid confusion.


Corey wrote:
Even with Cairee’s experience she couldn’t examine the thugs with all of this wanton blood. For all measures the two appeared to be only bodies now. But she had seen deader men return before this.

Can Cairee try to stabilize one or both this round? Or wait until next round?


Human Ranger 2 / Fighter 2 | HP: 34/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |
GM Corey Homebrew wrote:
There is a note several posts up where I said specifically that you could see enough of these attackers to identify them as human. Seven posts above this one. This was done for this fight alone to avoid confusion.

Bah... I checked the gameplay side for just such a post but of course it was here, and in that post from which the latter part got so etched in my mind as I had never thought about the problem of not recognizing your favored enemynfor what it is.

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