GM supervillan's Fiend series (Inactive)

Game Master supervillan

A lost city, a(nother) missing explorer, empires ancient and contemporary...

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The Waking Rune

For all ooc chat.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Hey GM, I believe I’ll have to slow track this series to keep me in range for the Runelord finale. But I’m here and ready!

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

You could grab another character if you have one in the right range.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Here! Still need to level up and maybe do a bit of shopping, but I should be able to do all that a little later this evening.


The Waking Rune

No huge rush, I'll start once everyone is checked in, levelled up and equipped :)

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Okay, got Nina leveled up! Her initiative is now +6 thanks to the Improved Initiative feat.

Might wait to see what the mission briefing is before I finalize any potential equipment purchases.


Statistician 7.5 +/- 1.5 (95% Confidence Interval)

With Seldanna maxed out at Level 12, I have a few character options in range I could bring. Feels like the group could do with a front-line melee based member?

What subtier will this game be in? I have a level 10 Sword Dancer Magus or a Level 11 two-weapon fighting rogue if we are leaning high tier. Otherwise, have a level 7 Paladin or Level 7 Barbarian who could come in if we are going low tier. All are geared for melee.


The Waking Rune

There will be two level 9s and two level 11s, so definitely high tier.

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Ok, level 10 magus it is then. Marquise Thoriel Liltamael reporting for duty. I'll check if she is planning on any purchases or upgrades since her last game.


The Waking Rune

Okay, we have a party :)

I'll kick off gameplay presently. There will be an opportunity for shopping after the briefing. I think Daedîn still needs to level up too.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Ok, Teric is ready.

He picked up a bunch of utility/defensive capability. Scrolls of Invisibility, Invisibility Sphere, and Glitterdust. Page of Spell Knowledge (Defending Bone). DR5/Bludgeoning for hours is amazing for a 2nd level spell.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

GM: Quick question before I post. Didn't Daedin spot them with his Perception check (39) or was he too far away? Thought he might've been able to get a surprise round shot off before they attacked...


The Waking Rune

Too far away - they have good stealth, they're moving quietly over the cliff top (having already spotted the ship out at sea). At a distance of over 200' you're taking a big penalty on that Perception check.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Roger that GM and thanks. I wasn’t sure if they might’ve attacked before Nina & Inky reached the top...

At 200+’, I’m guessing that’ll be in my second increment (220’), so I’ll make sure to include that in my attack roll...


The Waking Rune

A little late for an update from me tonight, should be able to do so tomorrow though :)

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

GM:Did Daedîn's readied attack not trigger for some reason?


The Waking Rune

Sorry, missed that :(

And there I go recommending players use spoilers for Ready actions!

Will post update shortly. The ready action does mean you move less distance, since going up is at half speed.


The Waking Rune
Daedîn wrote:
Daedîn normally has a +7 mod for flying...but I noticed you used a +16 when you botted me so I ran with that)

The Fly skill is (imho unnecessarily) complicated.

There's a modifier for size. There's a modifier for manoeuvrability rating. And there's a modifier for caster level if you're using Fly or Overland Flight. I added the manoeuvrability and caster level bonuses because it was clear that your +7 was just from DEX.


The Waking Rune

By the way, apropos of nothing, is anyone openly wearing a wayfinder?

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Not I!

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn doesn’t advertise it nor hide it...it’s attached to his belt...but not sure if it’s readily visible with his cloak...

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai does not openly display a wayfinder.

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Thoriel wouldn't usually wear it openly unless specifically needed for casting light or some specific mission related reason.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25
GM supervillan wrote:
You forgot your sneak attack Daedîn - though the enemies are aware of you, you still got the drop in initiative.

Daedîn was more than 50' distant so his sneak attack didn't take effect...I need to get him some sniper goggles!


The Waking Rune

Of course - I didn't check the distance - in that case Mr Green lives! Nina finished off the aspis boss.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Dang, that dude had a lot of hp...you go, Nina!


The Waking Rune

Mine cart mechanics:

  • The carts are made of iron; the tracks and scaffold are wood.
  • Each round the driver (one of the two characters at the front of the cart) must make a Ride check as a move action, to maintain control. This check is more difficult the faster you go. Failure means everyone must attempt a DC15 Acrobatics check or take a little nonlethal damage. If nobody drives, everyone takes this damage without a check.
  • On the driver's turn they can attempt to accelerate the cart by making a DC15 Ride check as a move action. They can attempt this check once per turn.
  • If the driver or cart takes damage or the cart hits an object then the driver must make a control check; failure means everyone has to attempt a DC15 Acrobatics check or take nonlethal damage.
  • The character adjacent to the driver at the front may use Aid Another to help either the Control check or an Accelerate check (or both if they have a way to Aid Another as a move or a swift action).
  • All attacks made from within a cart take a -2 circumstance penalty.

    The carts will pass through tunnels as they descend, so free flight isn't advantageous although you could follow behind outside of the carts.

  • Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

    Hmmm...Daedîn was hoping to be able to put some arrows in these dudes but perhaps he should drive...my ride mod is +11. Since it’s a move action to drive, does that mean I’d still be able to fire my bow with my standard action?

    ETA: Forgot about Nina, her ride mod is +11 as well...if she doesn’t mind driving...


    The Waking Rune

    You can shuffle about the cart - the driver and anyone Aiding just need to be at the front. The driver and Aider will need to use one hand to steer / manoeuvre though, so no bow or two-handed weapon use except for lances ;)

    The Exchange

    Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
    Spell tracker:
    Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

    If we're still in rounds, are Teric's Ball Lightnings still around and able to be directed at the enemy cart? They can only move 20 ft/round, so we might be outpacing them.

    Is there any concentration check for casting while in the cart? I could see the "vigorous" or "violent" motion circumstances applying.

    Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

    Roger that...then Daedin would prefer not to be up front then, unless necessary...


    The Waking Rune

    The carts will outpace the ball lightnings, yes. A cart's starting speed is 30' per round (although for some reason the aspis cart moves much more slowly until you start chasing them!)

    Violent and Vigorous Motion concentration checks will be called for. If the cart is moving at a speed of 30 or more, that'll be Vigorous Motion (Concentration DC = 10 + spell level, so probably a non-issue for you); if the cart is moving at a speed of 60 or more, OR if the round's Drive check is failed (or there's no driver), then that will be Violent Motion (Concentration DC = 15 + spell level).

    The Exchange

    Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
    Spell tracker:
    Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

    Uh, can anyone give me a reason not to just fireball them?

    Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

    If these are like normal mine shafts, the supports holding up the mine are made of wood and the GM mentioned the tracks and scaffold are wood...a fireball might be problematic...


    The Waking Rune

    Indeed. Using AoE blast spells will be dangerous. You might damage the track and cause problems for your own cart's progress, or you might break a section of track or scaffold and either come to a halt in a tunnel or plunge down the chasm.

    The Exchange

    Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
    Spell tracker:
    Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

    I assume that would hold even if he turns it into cold damage. It's not just the fire that would be problematic, right?

    Ok, so maybe a burst of magic missiles at the driver is the safest. Unless a flaming sphere would stay in the mine cart and move with it... Oooh, or Mad Monkeys...

    Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25
    Teric Cain wrote:

    I assume that would hold even if he turns it into cold damage. It's not just the fire that would be problematic, right?

    Ok, so maybe a burst of magic missiles at the driver is the safest. Unless a flaming sphere would stay in the mine cart and move with it... Oooh, or Mad Monkeys...

    If Nina’s OK with driving, Daedîn’s first target would be the driver as well...

    Silver Crusade

    HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
    Skills:
    Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
    Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

    Yep, if Thoriel wants to swap places real quick then Nina's happy to be the wheelman here :3

    I'll make a post over in Gameplay in a little bit~

    Sovereign Court

    Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

    Perhaps Thoriel can sit beside Nina and help her with some Aid check. With heroism active she has Ride +6. With Daedin opting to sit back and shoot arrows, she might be next best placed to help?

    Silver Crusade

    HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
    Skills:
    Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
    Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

    Apologies for posting delays; Tuesday & Wednesday proved busier than expected. As a note, I'll be heading out of town today for a convention and won't be back until Monday afternoon. I won't make any guarantees about posting but I will say that I'll have my Chromebook with me and probably won't completely fill my schedule up with games, soooo...we'll see!

    That said, if it comes down to waiting on me, by all means go ahead and bot me and keep things rolling. I'll catch up when I can :)

    Silver Crusade

    HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
    Skills:
    Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
    Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

    Back from my trip and ready to roll :)


    The Waking Rune
    Daedîn wrote:
    GM: Do you want me to await Thoriel's surprise round action before I take my first round action?

    The ambushing aspis agents (ie the four who emerge from the ruins) also get to act in the surprise round. I'll update gameplay later today.

    Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25
    GM supervillan wrote:
    Daedîn wrote:
    GM: Do you want me to await Thoriel's surprise round action before I take my first round action?
    The ambushing aspis agents (ie the four who emerge from the ruins) also get to act in the surprise round. I'll update gameplay later today.

    Boo! That's not right...Daedin had his heart set on a full round of sneak attacks while they're flat-footed... :)

    Sovereign Court

    Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1
    GM supervillan wrote:

    Thoriel imbues her blade with lightning, steps forward and strikes!

    Hit thanks to the +3 bonus! But this is a surprise round, so no full attack.

    Oops! Sorry, knew but forgot that it was still surprise round.


    The Waking Rune

    We are practically done with 0-22 - just a couple of decisions for you to make, unless you want to fight the rest of Rachikan's denizens now ;)

    Also, I have had a request from a friend who would like to join us for the next two instalments of the series. Some of you may have played with Yours is Mined before. I'll invite him in unless you guys have objections.

    The Exchange

    Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
    Spell tracker:
    Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

    I've seen the name on the boards, but I don't think I've ever played with Yours is Mined. Happy to have another.

    Silver Crusade

    HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
    Skills:
    Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
    Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

    DO EET!

    (Yours is Mined is a great player; no objections here!)

    Sovereign Court

    Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

    Sounds good to me too!

    Grand Lodge

    Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

    Sounds great to me!

    Grand Lodge

    Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

    Yeah, fine by me. Yours is Mined’s PCs are cool and she’s an awesome player…

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