[PbP Gameday X] Blood Under Absalom - GM Thread (Inactive)

Game Master Lady Ladile

Previous GM Thread

Slide Deck & Tokens


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Season of Ghosts

Welcome! Use this thread for all discussion, questions, etc.

Scarab Sages

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Slides:

I'll be on Roll for Combat's Discord. I will check here frequently, but if you need to find me quickly contact me there at BB GumBlackwood#8523

Here's my invite link: Discord Invite Link

Table is #pf1-special-blood-table-474


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

Is anyone creating a slide deck for everyone to use, or should we be making our own?


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Season of Ghosts
GM Zin wrote:
Is anyone creating a slide deck for everyone to use, or should we be making our own?

Here you go! I've also got a link to the slide deck at the top of the campaign page.

Thanks to GM Nomadical for doing a fair bit of the leg work on them! That said, please feel free to use your own tokens if you like and arrange your slides in whatever manner makes the most sense for you :)


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

@Lady Ladile, I wanted to let you know that your call for agents was effective; this CORE table now has 4 signups and will fire without even the need for a pregen!

I also wanted to note that I will be camping this weekend (Labor Day), and will likely not get home until late Monday night (Eastern Time, roughly 24 hours after Gameday X officially starts). Should we arrange for a sub for that first day of action, or will the posts from you as Overseer GM that kick things off effectively handle that?


Season of Ghosts
GM Zin wrote:
I also wanted to note that I will be camping this weekend (Labor Day), and will likely not get home until late Monday night (Eastern Time, roughly 24 hours after Gameday X officially starts). Should we arrange for a sub for that first day of action, or will the posts from you as Overseer GM that kick things off effectively handle that?

I realize I'm a bit late in answering this but you're good. The first three days on the schedule are primarily just for mustering/character introductions + moving the group to the inn where Act One takes place.

While I'm aware that Gameday X games may technically kick off somewhere in neighborhood of 7pm CST on the evening of the 5th, I'm opting to wait and kick us off on the evening of the 6th proper. This should hopefully allow for most (US) folks who've been out of pocket for Labor Day weekend to have had a chance to return to their usual groove and be ready to roll.

And with all of that said, Table GMs - if you haven't already began wrangling your players to your tables, please begin doing so now!


Season of Ghosts

Okay, everyone should have the opening post up in their Gameplay tabs at this time. Let the games begin! :)


Wasn't there supposed to be an overseer post opening up the brawl today?


Season of Ghosts

I will be posting that in about an hour and 1/2, 5pm CST.

Unless something dictates otherwise (and I'll let you know if it does), expect all of my House GM posts to occur around that timeframe as I work night shifts and this allows me to be sure to get them up before going to work :)


Season of Ghosts

Alrighty folks, everyone should have the House post up officially kicking off Act One! We will be winding down Act One on September 16th, a week from today.

For those who've got some experience with PF1 specials, you'll notice that this one (being, I believe, the 2nd multi-table special ever) is pretty simplistic - no Aid Tokens and no real success tracking from each table until near the very end. So I'm hoping that things will go fairly smoothly for everyone.

All that said, I finally was able to find the old GM discussion thread from the last time this special was ran via PbP in early 2017. If you're curious, you may find it --> here. Much of it is planning and banter between table GMs but there's also some Q&A and other useful insights in there as well. I'll put this link at the top of this campaign page, as well.

Scarab Sages

Slides:

My table has decided they absolutely must use a player’s ship vanity as their lodging for the scenario. So I think that will have an effect later.


Season of Ghosts
GM Gum BBlackwood wrote:
My table has decided they absolutely must use a player’s ship vanity as their lodging for the scenario. So I think that will have an effect later.

Awesome! I'd definitely just run with it since I don't see it being too difficult to track them down even if they're crashing on their own boat. Unless you've already got something in mind I'll see if I can track down a few possible ship maps that you could make use of when we reach that section.

Scarab Sages

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Slides:

Yeah, I think I'll be good with it, and I have plenty of PDF ship maps, we'll have some amphibious attackers.

Also fun note. Player cast Darkness for some cover in the tavern, and most of the enemies were rolled as half-orcs or npcs with blind fight and other options, so a bunch of the crowd shouted out things like "I have Darkvision!"


Venture Lieutenant, Play by Post (online)

Arggh! I hate it when a scenario orders us to lie to our players! The way they calculate the odds of a ruby glowing are completely wrong, and unfair to the players when they were told each ruby has a 50% chance of glowing. They say it's 50% for the first ruby and 5% more for each additional ruby. Mathematically, the percentage is 100*(1-(1/2)^x) where x is the number of rubies they have. And this is a big difference. If a team has 2 rubies, the scenario says they have a 55% chance, when it's actually a 75% chance!


GM Redelia wrote:
Arggh! I hate it when a scenario orders us to lie to our players! The way they calculate the odds of a ruby glowing are completely wrong, and unfair to the players when they were told each ruby has a 50% chance of glowing. They say it's 50% for the first ruby and 5% more for each additional ruby. Mathematically, the percentage is 100*(1-(1/2)^x) where x is the number of rubies they have. And this is a big difference. If a team has 2 rubies, the scenario says they have a 55% chance, when it's actually a 75% chance!

Paizo math. 2 * 2 = 3.


Prank War Map

I would blame Aspis trickery in dumping a number of fake rubies into the mess and completely upsetting the odds.

I'll admit I don't like a lot of the mechanics of acquiring rubies, but it does keep resolution simple by making it all handled by one die roll. Resolving things quickly is generally good for a special.


Looking forwards, I have two questions about when the guard shows up.

The PCs can each try a strength/acrobatics/escapeArtist check to "force one's way through the mob". But how far do they move? I'm inclined to say "one full movement increment" (so generally 30'), but an argument could probably be made to restrict it to 5' of motion.

Another PC can roll CMB to clear a 5' square to "prevent an ally from being trampled or blocked," but there's no rules for being trampled or blocked. The only damage the mob does seems to be in response to a failed CMB roll.

On a side note, the map has a rowboat tied to the dock outside the bar. However, the bar is apparently 15' above the water.

Grand Lodge

Skymetal Hoard slides

What's the deal with the area outside the Bar doors? It says "Once the melee breaks out, groups of opportunistic thugs guard each doorway out of the bar (though not the windows) and attack any person attempting to leave with a ruby."

What stat blocks are there for "opportunistic thugs"? How many? Do they prevent the PC's from actually leaving and trap them inside until the Guard arrives? Do they attack PCs in the party that don't have rubies? How would they even know?


GM Nomadical wrote:

What's the deal with the area outside the Bar doors? It says "Once the melee breaks out, groups of opportunistic thugs guard each doorway out of the bar (though not the windows) and attack any person attempting to leave with a ruby."

What stat blocks are there for "opportunistic thugs"? How many? Do they prevent the PC's from actually leaving and trap them inside until the Guard arrives? Do they attack PCs in the party that don't have rubies? How would they even know?

I'm treating those as guaranteed encounters off the normal table for anyone trying to leave. That interpretation could get messy if they tried to leave in the middle of another encounter, though.

As for the ruby... since everyone there wants to be in the contest, and they need a ruby to do that, I'd personally assume that anyone voluntarily leaving already has at least one ruby. That wouldn't tell them which member of a group was actually holding the ruby, but you can determine that when you loot the unconscious bodies.


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

@GM Ladile, can you confirm that the "opportunistic thugs" are another roll on the encounter table? (Seems to be the only option, but I like to be sure when I can.)

I definitely agree with shaventalz that anyone attempting to leave would be seen as having a ruby and thus attacked.


Season of Ghosts

(1) Opportunistic Thugs - Yes, treat this as a guaranteed encounter off of the encounter table. I'll third the notion that anyone trying to scarper is going to be suspected of having a ruby and thus becomes a target.

(2) Mob Encounter - I can see arguments for allowing either a full movement increment as well as making it as restrictive as just 5' at a time. For simplicity's sake and since it's a fairly sizable map, we'll go with one full movement increment - so 30' or 20' or whatever each PC's movement rate happens to be.

(The bar is indeed 15' above the water so some of the details for this basic map, like the rowboat, don't make a lot of sense. I'd ignore it unless one of the PCs asks about it.)

Since there aren't any actual rules for what being 'trampled' or 'blocked' entails, I would simply allow PCs the option to try and forcefully clear space with the CMB roll if they want - perhaps to make room for an ally to move forward or something else - but note that there's a chance they'll draw the ire of the crowd if they fail.

That said, given the DCs involved I expect most PCs would have an easier time simply attempting a Strength/Acrobatics/EA check and it's something I would emphasize or hint at as a GM.


Season of Ghosts

Everyone should have a post from me beginning the conclusion of Act One. The next section is set to begin September 19th but I'm amenable to moving that up a little if all the tables make it out of the tavern before then.


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Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

In reviewing the scenario, I realized I forgot to call out a success: the tier 5-6 CORE table defeated a pair of Red Mantis assassins!


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

Do either of the below-listed abilities impact a PC's ability to move through the mob in this encounter? My thinking is no, as it's not a magical effect (Liberation), nor is it difficult terrain (Agile Feet), but I wanted to check here before I rule at my table.

Quote:

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

Also, is it just one standard action per PC per round? I.e. no move actions, swift actions, etc.?

So: cast a spell -or- move-equivalent standard action to move?


I've got a PC that's rolling at -4, -4, or -1 against a DC of 14. The animal companion would be a bit better, but first they need to get adjacent so the PC can ride their doggo. And for that... CMB. Ugh. This may take a bit.

Grand Lodge

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Skymetal Hoard slides
GM Zin wrote:

Also, is it just one standard action per PC per round? I.e. no move actions, swift actions, etc.?

So: cast a spell -or- move-equivalent standard action to move?

I would still allow swift actions. CRB says "You can take a swift action anytime you would normally be allowed to take a free action." The time expenditure is so small that it shouldn't be prohibited, but that's just IMO.

I think the intent is just to limit how many "actions" they can take, not what form those are. If this was 2e they might have written "only 2 actions per round instead of the normal 3," maybe. But certainly they can move using their standard action, or could cast a spell, or do an action that normally requires a move action (draw a weapon, mount a steed, etc.)

Again, just IMO, though


Season of Ghosts
GM Zin wrote:

Do either of the below-listed abilities impact a PC's ability to move through the mob in this encounter? My thinking is no, as it's not a magical effect (Liberation), nor is it difficult terrain (Agile Feet), but I wanted to check here before I rule at my table.

Quote:

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Correct on both fronts; Liberation (Su) specifically calls out magical effects that impede movement and Agile Feet (Su) calls out difficult terrain, which this mob/crowd somehow doesn't count as according to the scenario :\

GM Nomadical wrote:
GM Zin wrote:

Also, is it just one standard action per PC per round? I.e. no move actions, swift actions, etc.?

So: cast a spell -or- move-equivalent standard action to move?

I would still allow swift actions. CRB says "You can take a swift action anytime you would normally be allowed to take a free action." The time expenditure is so small that it shouldn't be prohibited, but that's just IMO.

I think the intent is just to limit how many "actions" they can take, not what form those are. If this was 2e they might have written "only 2 actions per round instead of the normal 3," maybe. But certainly they can move using their standard action, or could cast a spell, or do an action that normally requires a move action (draw a weapon, mount a steed, etc.)

This is also my understanding of how it's intended to work. Given the points made by GM Nomadical I'll allow swift actions as well.

Scarab Sages

Slides:

5-6 Discord table defeated an Aspis Fighter from the 8-9 tier moments before the mob took over.


Venture Lieutenant, Play by Post (online)

Ah, I missed that we were supposed to tally successes here. My table (8-9) defeated Aspis clerics.

Grand Lodge

Skymetal Hoard slides

Oh, I didn't notice a success count in the scenario. They beat 1 Red Mantis, 1 Aspis fighter, and 1 Aspis cleric. Gathered 4 rubies.


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

I don't think there's a success count; the scenario just says to shout out your successes to the room. :)


Venture Lieutenant, Play by Post (online)

Rolling here a little ahead of time to keep my players from being disappointed in the really bad mechanics...

6 rubies:
1d100 ⇒ 73
Yep, 50+5*(6-1)=75% chance, so one will glow for them.


My group also got 6 rubies. Their encounter was 4 Aspis rogues... and since they couldn't flank the guy that had found the first couple of rubies, they tried holding the PC sorcerer hostage (readied actions) to exchange for the rubies.

Half the party just let that play out while they kept looking for rubies.


Prank War Map

My group fought 2 Aspis fighters, 2 Aspis clerics, and a ronin. In part due to having 3 rounds to regroup (and ruby spotting DCs not scaling up/down for different tiers) the party claimed 13 rubies before the five rounds were up.

I'm hoping the best for ruby glow rolls for all the tables.


Season of Ghosts

Sounds like everyone's more or less been kicking butt and taking names rubies! At least there *is* a backup option if a table somehow doesn't end up with a glowing ruby.

And GM Zin is right, there's no official success tracking for Act One, just the suggestion for Table GMs to call out when their table defeats an encounter :)

Grand Lodge

Skymetal Hoard slides

Damn it. I got so wrapped up in GenCon I lost track of when Act 1 would end. I had previewed the glowing chance roll, and knew my table was going to be okay, but didn't write the post. I was thinking I'd have time after my last game, which went long and ended an hour after the Overseer post.

They actually had 4 rubies, so their chance was 70%, which is exactly what you rolled. I'm not gonna charge a Tier 1-2 table 300 gp for a late and mistaken post.

I mostly feel bad that you had to spend the time to write it up for them. Sorry. I'll keep up better now.

Scarab Sages

Slides:

Rolled 5 d100s>50, and they all failed (I have a screenshot). But it looks like I rolled wrong, so reroll time, one d100>25, they got it.

Scarab Sages

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Slides:

I jokingly posted the image of the five failed rolls to the GM Discord and a player (who is also a GM) thought I posted to the table. IC posted that the character paid, so we rolled with it. Discord table officially did not get any glowing rubies.


Venture Lieutenant, Play by Post (online)

Can I get a backup to cover my table for a few days? I don't want to get into details, but feeling yucky right now.


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Witch's Winter Holiday
GM Redelia wrote:
Can I get a backup to cover my table for a few days? I don't want to get into details, but feeling yucky right now.

You got it! Looks like they're just starting the fight with the naga, correct?


Venture Lieutenant, Play by Post (online)

Yep, I just rolled initiative in my last post.

Thank you!


Season of Ghosts
GM Nomadical wrote:

Damn it. I got so wrapped up in GenCon I lost track of when Act 1 would end. I had previewed the glowing chance roll, and knew my table was going to be okay, but didn't write the post. I was thinking I'd have time after my last game, which went long and ended an hour after the Overseer post.

They actually had 4 rubies, so their chance was 70%, which is exactly what you rolled. I'm not gonna charge a Tier 1-2 table 300 gp for a late and mistaken post.

I mostly feel bad that you had to spend the time to write it up for them. Sorry. I'll keep up better now.

Not a problem and I apologize for the confusion. I should have just asked for everyone to roll for their tables here, but hindsight is 20/20.

@Hawthwile - Thank you for jumping in to cover so quickly!

@Redelia - I hope you feel better soon.

@All - Act Two is scheduled to end September 25th but we can potentially finish it sooner if (I believe) at least 5 of our 6 tables each defeat two waves of foes. So when/if your table finishes off two waves, please note it here!


The Tengu opponents call for a pause in combat to stabilize fallen opponents. What about when another tengu goes down? They're supposed to surrender when they hit low HP, but that may or may not actually happen.

In my table's case, one immediately went from "undamaged" to "possibly actually dead." It was a crit threat, but even without it dealt more damage than their max HP. The perils of CR 1/2 opponents in a subtier 3-4 situation.


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Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

My table has their monsters trapped in an giant illusory mason jar (Tier 5-6, iron cobras: the illusion is a figment from minor image; constructs are for some reason not immune to figments though they're immune to every other form of illusion).

It's looking like their intent is to just... keep them trapped in the jar. The spell duration is concentration+2 rounds, so they can do this indefinitely.

My thinking is that I should move on to an attack from the tengu % table 2 rounds after the appearance of the jar (i.e. the effective end of combat), at which point the caster is going to have to decide to keep concentrating or engage the tengu. Does that sound right to everyone?


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GM Zin wrote:

My table has their monsters trapped in an giant illusory mason jar (Tier 5-6, iron cobras: the illusion is a figment from minor image; constructs are for some reason not immune to figments though they're immune to every other form of illusion).

It's looking like their intent is to just... keep them trapped in the jar. The spell duration is concentration+2 rounds, so they can do this indefinitely.

My thinking is that I should move on to an attack from the tengu % table 2 rounds after the appearance of the jar (i.e. the effective end of combat), at which point the caster is going to have to decide to keep concentrating or engage the tengu. Does that sound right to everyone?

Seems reasonable to me, especially if the Tengu don't have spellcraft or anything. For all they know, the PCs just created a real jar.


Witch's Winter Holiday

GM Redelia's table has finished their first opponent.

Grand Lodge

Skymetal Hoard slides

My table finished their first opponents - the stirges - and are working on a tengu monk now.


Prank War Map

Two waves are down on my table. Taking down nagas and ogre mages.


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

My table is debating whether attacking their first wave through an illusory glass jar will make the foes disbelieve the illusion. :)

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