Golaripalooza [1e, Rotating GMs]

Game Master dien


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Gnome Alchemist 4 | HP 34/34 | AC 18/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +3 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 8/8

Lvl up bennies:

HP 2d8 ⇒ (2, 5) = 7 5+2 con = +7
Saves: Fort +1, Ref +1
FCB: + 1/2 bomb per day
Ability boost: Intelligence (and a corresponding language gain - Dwarven)
Discovery: Precise Bombs
Trait: accelerated drinker

Free formulae gained: Lesser Restoration, Aram Zey's Focus

Others I am obtaining:
Barkskin
Aldori Alacrity
Darkvision
False Life
Ant Haul
Identify
Touch of the Sea

Skills: Craft Alchemy, Disable Device, Kn Arcana, Kn Dung, Kn Nature, Kn Planes, Perception, Spellcraft, Appraise


Male Human Cleric (Asmodean Advocate) | AL: LN | Init: +4 | Per: +11 | AC 17, T 11, FF 15 | HP: 33/33 | F +7, R +2, W +7 | Active Buffs: None | Conditions: None

Need to settle back into this alias.

Hadn't done my level up to 3 either.

HP LVL 4 2d8 ⇒ (4, 5) = 9


Gnome Alchemist 4 | HP 34/34 | AC 18/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +3 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 8/8

Yet more housekeeping rolls:

Spellcraft vs DC 16 - Ant Haul: 1d20 + 9 ⇒ (15) + 9 = 24
Spellcraft vs DC 16 - Identify: 1d20 + 9 ⇒ (17) + 9 = 26
Spellcraft vs DC 16 - Touch of the Sea: 1d20 + 9 ⇒ (20) + 9 = 29

Spellcraft vs DC 17 - Barkskin: 1d20 + 9 ⇒ (2) + 9 = 11 Boo
Spellcraft vs DC 17 - Aldori Alacrity: 1d20 + 9 ⇒ (14) + 9 = 23
Spellcraft vs DC 17 - Darkvison: 1d20 + 9 ⇒ (4) + 9 = 13 Double Boo
Spellcraft vs DC 17 - False Life: 1d20 + 9 ⇒ (14) + 9 = 23

Since I was paying for time to access other people's spellbooks I assume I have to pay again for the time to get another shot at the Barkskin and Darkvision. So another -40 GP

Barkskin attempt 2: 1d20 + 9 ⇒ (20) + 9 = 29
Darkvision attempt 2: 1d20 + 9 ⇒ (13) + 9 = 22

Aight! Spells Formulae sorted


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Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

Just recording the current ideation. Let me know if I got anything wrong.

Tattoo Crafting Rules

Size (base DC)
Small DC:5
Medium DC:10
Large DC:15

Complexity
Simple +0
Complex +5

Colors
1-2 colors +0
3+ colors +5

Other
Working quickly +5 (can’t Take 10 or Take 20)


Adnen mansion, Ambush!

Looks good to me. And we can revisit if they're not working for whatever reason.


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Adnen mansion, Ambush!

Also so we're on the record, we are switching to automatic bonus progression. Thanks all for your input and please update your sheets accordingly.


Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

Hawk is updated.


Paladin | Alignment: LG | AC: 21; FF 21, T 10 | HP 36/36 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Uses: 1/2 | LoH Uses: 0/8

Sorry for lagging behind so often. I'm not doing it on purpose. Given how often I just start doing something and get absorbed, and/or have trouble focusing, I'm starting to wonder if maybe I do have some form of ADHD.

RPG Superstar 2015 Top 16

I'll just punch you ever so often as a reminder


Paladin | Alignment: LG | AC: 21; FF 21, T 10 | HP 36/36 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Uses: 1/2 | LoH Uses: 0/8
dien wrote:
I'll just punch you ever so often as a reminder

hey! we just got assigned the workplace violence video! that's a no no! :P

RPG Superstar 2015 Top 16

i'll do it outside of the workplace


Paladin | Alignment: LG | AC: 21; FF 21, T 10 | HP 36/36 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Uses: 1/2 | LoH Uses: 0/8

Damn loopholes got me again


Jumping in with a dot, just so the campaign pops up in my tab. Thanks for the invite! Will work on her build over the next day or so.


4d6 ⇒ (1, 5, 1, 6) = 13 = 12
4d6 ⇒ (6, 3, 3, 6) = 18 = 15
4d6 ⇒ (2, 6, 4, 3) = 15 = 13
4d6 ⇒ (5, 4, 4, 1) = 14 = 13
4d6 ⇒ (4, 5, 1, 2) = 12 = 11
4d6 ⇒ (2, 5, 1, 6) = 14 = 13

Not the most flashy exciting, but I can work with it I think. 19 point buy is close enough.


Paladin | Alignment: LG | AC: 21; FF 21, T 10 | HP 36/36 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Uses: 1/2 | LoH Uses: 0/8

Better than what I rolled for a game I'm in at my local gaming store!


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Female Tiefling (oni-spawn) Init: +6 | Per: +8 darkvision | AC 19 T 13 FF 15 | HP (N): 22/27 | HP (A): 33/39 | F +6 R +5 W +7 | Active Buffs: | Conditions:

And she's done! Excited to join you all whenever I do show up.


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Adnen mansion, Ambush!

Information you have picked up:
Rutillo Irrica’s will addendum mentions four important items: a mace, a signet ring, a locket and the Hellfire Rod.

From Rutillo’s will you know that the mace is his. You know that he died during the attack on the house during the Goblinblood Wars, along with the majority of his family. Irrica family tree in the discord images channel.

Also from the will you know that the signet ring was originally Rutillo’s grandfather’s. From the letters you found, you know that Dremlut wore it and that he was a member of the Order of the Rack Hellknights. From your research in the archives and the family tree you know he didn’t die during the Wars but disappeared and presumably died some time later.

The will also tells you that the locket was possessed by Rutillo’s daughter Althea. From the family tree research you know she died very young, a year before the Wars took the lives of most of the rest of the Irricas.

The Hellfire Rod is mentioned in the will as being the family treasure. This is corroborated by Asmodea’s portrait. It is unclear who possessed it or where it was kept but you could probably make some reasonable assumptions.

There have been multiple mentions of a savage or wrathful angel, including in Rutillo’s will and your archival research. The will states that the four items can be used to command the angel. There is a well at the estate with an erinyes statue and the haunt took the form of an erinyes.

The haunt made reference to Vegoran Thrune. Your research told you that he was a patron of the Irricas before he mysteriously disappeared.

You identified the goblins who destroyed the house and killed the family as belonging to the Scorchfeathers tribe. You know they like burning things and lair somewhere near Umok in the northeastern part of the Chitterwood.

Your research in the archives mentioned a distant relative of the Irricas, Delara Adnen of Valten, inheriting some items.

RPG Superstar 2015 Top 16

Don't mind me, just abusing this board:

3d6 + 6 - 5 ⇒ (6, 5, 5) + 6 - 5 = 17
3d6 + 6 - 2 ⇒ (6, 2, 3) + 6 - 2 = 15
3d6 + 6 - 3 ⇒ (3, 5, 5) + 6 - 3 = 16
3d6 + 6 - 1 ⇒ (4, 1, 6) + 6 - 1 = 16
3d6 + 6 - 2 ⇒ (2, 5, 4) + 6 - 2 = 15
3d6 + 6 - 2 ⇒ (2, 4, 2) + 6 - 2 = 12

17, 15, 16, 16, 15, 12

RPG Superstar 2015 Top 16

More abuse, don't mind me:
4d8 ⇒ (6, 6, 4, 3) = 19


Male Human

The NERVE!


Init: +9 | Per: +9 LL | AC 17 T 12 FF 15 | HP:40/48| F +7 R +8 W +6 | Active Buffs: | Conditions: No Acid

Maybe I should check if there's a second Wayfinder..

High Good: 1d100 ⇒ 71


Init: +9 | Per: +9 LL | AC 17 T 12 FF 15 | HP:40/48| F +7 R +8 W +6 | Active Buffs: | Conditions: No Acid

Random Resonant Ability: 1d100 ⇒ 88


Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

Updated the loot tracker with our haul of Nine Toes' wealth!


Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

Hawk's SOP is to use Mage Armor first thing in the morning and then renew it as needed.

My ioun stone with resonance is in my Wayfinder and I default to using it as 'normal' unless I know there is a particular threat (enemies with spells/abilities that require a Will save).

So, in the case of hypo-pathetical gobbos, the stone is in normal mode until I see some bugger that looks 'Shamany' to me. :P


Paladin | Alignment: LG | AC: 21; FF 21, T 10 | HP 36/36 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Uses: 1/2 | LoH Uses: 0/8

Did Iomedae curse my dice or something. Even when I get a hit it's minimum damage. I'm about to start an inquisition against the board dice roller.


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Adnen mansion, Ambush!

Is Hawk’s hat ready early? 1 = no, 2 = yes

HatFriend or HatEnvier?: 1d2 ⇒ 2


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The next DM rubs his hands, eagerly waiting to see the revised character sheets...


GM SR wrote:
The next DM rubs his hands, eagerly waiting to see the revised character sheets...

There's an essay to be written about what people's choice of GM avatars says about their play style!


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 42/42 | F +4, R +8, W +5 | Luck 6/6 | 2nd level spells 3/3 | 1st level spells 5/5 | Conditions: -

Level 5 hp: 2d8 ⇒ (6, 8) = 14 That will do very nicely! Fortune continues to favour Hannelia - which makes sense in character at least!

So... level 5:
9 hp (8 + 1 Con)
No BAB or saves
Skills: +1 to each of acrobatics, diplomacy, disable device, knowledge (planes), linguistics (celestial), perception, profession (information broker), sense motive, spellcraft, UMD
Feat: I'm rejigging slightly and taking rapid shot this level and changing my level 4 rogue talent to weapon training (which gives me weapon focus). This allows me to take a feat with my level 8 talent and is when I'll hit +6 BAB and opens up some of the higher level archery feats I'll need (manyshot, clustered shots)
Archaeologist's luck: bonus increases by +1 (yes please!)
Lore master: take 10 on all knowledge checks I have ranks in (which is all of them)
Spells per day: +1 1st level and +1 2nd level
Spells known: +1 2nd level = gallant inspiration; +1 1st level (FCB) = liberating command
Automatic bonus progression: +1 deflection to AC

Will get my sheet updated to factor this in.


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 42/42 | F +4, R +8, W +5 | Luck 6/6 | 2nd level spells 3/3 | 1st level spells 5/5 | Conditions: -

Forgot about gears and spending all my gold to take me up to WBL. Have splashed the cash primarily on toys as ABP does most of the heavy lifting on numbers. The main purchase is a handy haversack so I can now actually carry all of my gear (and obviously Hannelia appreciates how neatly it organises things). Also bought: sleeves of many garments, cracked dark blue rhomboid ioun stone, ioun torch, traveller's any-tool, a few utility scrolls.

Everything should (I think) now be up to date.


Slowdrifter wrote:
GM SR wrote:
The next DM rubs his hands, eagerly waiting to see the revised character sheets...
There's an essay to be written about what people's choice of GM avatars says about their play style!

LOL... then I definitely won't share some of the other avatar contenders I contemplated for this adventure. :D You can assume, if it were available, I would have picked a bouquet of smiling daisies. Yeah...


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 42/42 | F +4, R +8, W +5 | Luck 6/6 | 2nd level spells 3/3 | 1st level spells 5/5 | Conditions: -

Hannelia has literally just been on a picnic. That is not a teddy bear she would want to invite along.


He gives intense hugs... come'on, just try it. What could possibly go wrong?

>:) <-- evil DM smile


Gnome Alchemist 4 | HP 34/34 | AC 18/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +3 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 8/8

Not a terribly interesting level up for Majara-- that's not to say it isn't USEFUL, bomb damage going up a step is useful! Just not many exciting choices that I have to make.

HP: 1d8 ⇒ 6 Solid. +2 for con = 8 more HP, FCB will be in the gnomish bonus to bombs per day.

Two new freebie formulae: invisibility, darkvision

Skills: uhhhhhh probably just continuing to boost all my core and knowledge skills. I will sort this out later but I doubt anything groundbreaking is happening here.

Poison resist goes up to +4. Nice. Should start poisoning things :P


Majara, I believe you get to roll 2d8 and take the best for your HP. You may not beat that 6 but who knows?

It's been a busy day here. I am putting together some notes about my playstyle, philosophy, plans, etc. to level-set on my expectations and what you can expect from me. I was hoping to post it tonight but it may come out tomorrow.

After that, I'll give you guys another day or so to finish up your characters and answer the questions about your character living arrangements and daily schedules before the adventure begins in earnest.

If you have any questions or concerns, let me know!


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Welcome!

Since this is my first turn in the big chair for this group, this adventure is somewhat exploratory so I can get a handle on how you guys play, think, and what resonates with you individually. To that end, I’ll be testing out different story elements, play pacings, depths of description, encounter types, shifting spotlights, and anything else I may think of.

In my opinion, the biggest downside to PbP is the lack of feedback, both from body language clues and ‘table talk’. At a table, these clues let me know what I’m doing right or wrong and help me to micro-correct in real time. So, feel free to talk either publicly or privately to me. If you aren’t engaged, are super engaged, hate something, love something, are lost, or want a change of pace – let me know. I won’t take it personally and I have an incredibly thick skin for criticism. My goal is for everyone to feel they had a great adventure – period. You guys biting your tongues when unhappy isn’t going to get us there.

Related to that last point…. I rarely do straight-forward adventures. There are usually at least a few twists, and the clues pointing you in the right direction may be subtle. At table, when players bat theories around about the plot, that gives me the opportunity to nudge the group in the right direction if they are missing something or veering off course. It lets me figure out a sly way to provide additional clues. In PbP, that mechanism doesn’t work well. So, if you are confused or feel rudderless… it likely isn’t you. I probably failed to give you sufficient clues or my writing was unclear or open to various interpretations which I didn’t spot. I’m happy to clarify, restate, or provide hints. Just let know if you are feeling stuck (not in a good way).

Without going into detail, you guys are about to get wrapped up in a mystery… which means clues. As I said before, I don’t do straight-forward adventures. I’m also a planner who is looking ahead to the next adventure when you are 11th level. Sooooo… in this adventure, you will encounter clues related to the mystery you are trying to solve, red herring clues, distractors, and clues related to the next adventure(s). In other words, don’t assume all the clues you find are related to the mystery at hand. If you do, you will spiral down rabbit-holes that lead nowhere.

I don’t think it will be a problem for this crew, but I need to mention this. I don’t believe in the heroes winning every encounter. As in great stories, the heroes are sometimes stymied, face setbacks, are overmatched, or fail before they finally triumph. Victory is sweet when it comes after the bitter taste of defeat. So, you may face encounters that are extremely difficult to ‘win’ in the conventional sense… but they are an opportunity to learn important facts - facts that will enable you to prepare yourself for the next encounter and lead to your eventual triumph.

OK, that went on too long. Sorry.


Gnome Alchemist 4 | HP 34/34 | AC 18/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based) ** Mutagen mods: +3 AC, -1 to Will, Per, +2 to Reflex, Dex ** Bombs: 8/8

Oh yes thank you re HP. That's what I get for posting while semi-awake.

round 2, fight: 1d8 ⇒ 7 LOL, well then 7 it is.

Also, I realized I already HAD darkvision, so instead my freebie #2 will be see invisibility.

All the GMing guideline stuff sounds good. Thumbs up here.


Female Human Bard (archaeologist) 5 | AL: NG | Init: +5 | Per: +11 | AC 20, T 14, FF 16 | HP: 42/42 | F +4, R +8, W +5 | Luck 6/6 | 2nd level spells 3/3 | 1st level spells 5/5 | Conditions: -

Agree on all the GM stuff. I'm very much open to feedback and comments from my turn GMing.

Based on current experience elsewhere, mysteries aren't always easy to run so appreciate you setting things out like that. Something I need to do there (and did do here) was to collate info that you've found and provide links back to it - this kind of thing. Based on what you guys said that was helpful and appreciated in remembering what you've learned. Given the long nature of PBP I think that's useful as it's easy to forget things that happened a week ago in game time but six months ago IRL.

Good to have expectations about 'victory' as well. I think we've covered various bases here generally. The first adventure was probably the most obviously heroic 'you saved the princess' kind of thing. Ravenmoor was definitely more ambivalent; we succeeded but with obvious ongoing challenges for the villagers and had to leave town pretty sharpish. And handing over some of your treasure to someone bigger and stronger (and hotter?) than you are in the form of the erinyes is, as she said to Pava, a good life lesson. Not to mention the fact that your employer isn't exactly a moral bastion of charity and benevolence herself.

Most importantly I trust that you have something interesting planned and we're all going to have fun. =)

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