In Their Academy Days

Game Master caster4life

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Pal 1 | HP 11/11 | AC 17 T 11 FF 16 | F +5 R +1 W +0; (+2 vs. death, share will allows reroll at +3/+7) |CMD 15 | Init +1 | Perc -2 LLV | Botted Action: Cestus or Scythe Attack
Melee:
cold iron cestus +4 (1d4+3/19-20) or . . 'Kindness' cold iron scythe +4 (2d4+4/×4) or . . dagger +4 (1d4+3/19-20) or . . bite +4 (1d4+4)
SLA:
At will—detect evil, change shape, fox shape | 3/day—dancing lights

Sadly none of that is Gennie/Tai, so I think you four get to be primary on this.


Feel free to come back into the hall and roll untrained aid if you wish, Gennie. Your friends' absences may attract your attention. Up to you, I just don't want to exclude anyone.


M Half Orc| HP 4/10| AC: 16, T: 12, FF:14 | Spd: 30ft Alchemist (Preservationist) 1

Mezdav has Heal at +5 and Craft:Alchemy at +6 (I am embarrassed to admit that the rogue has a better craft alchemy than the alchemist...). He has no ranks in K Nature so will leave that alone...
So I will presumably aid another on the Craft Alchemy check to support Marz on the craft alchemy check (assuming no one else can beat my +6 on Craft:Alchemy). But does anyone else have Heal?


Male Human Wizard (Necromancer) 1 | HP: 8/8 | AC: 13, T: 13 FF: 10 | Fort: +1, Ref: +2, Will: +2 | BAB: +0, CMB: +0, CMD: 13 | Init: +2 | Perception: +0 (+2 with Fam) | |

Okay. I went primary on knowledge nature

EDIT: And sorry, no heal here


Female Elf Rogue (Eldritch Scoundrel) 1 | HP 10/10 | AC 14 TO 14 FF 10 | F +1 R +6 W +1 (+2 vs. Ench) | CMD 15 (17 Dirty, Disarm, Repo, Steal, Trip) | Init +4 | Perc +5 (+6 Traps) DV LLV | Immune Sleep

I can also change Marz’s craft to something else (like poisons); I don’t want to step on anyone’s toes and makes sense that our alchemist has the best hold on alchemy. When I built Marz i didn’t know exactly what our party would be and just went with what I thought made the most sense :) it’s up to the GM and Mezdav, and I don’t mind making adjusts.


I don't mind that change, if the party wants it. It's clearly not an attempt to get around the retraining rules for extra power. XD


M Half Orc| HP 4/10| AC: 16, T: 12, FF:14 | Spd: 30ft Alchemist (Preservationist) 1

It doesn't bother me, I'm just cracking jokes.

As it is, I think I'm potentially turning into party healer over the next 4 levels - take Healer's Hands at 3ed and either Incredible Healer or Signature Skill (Heal). We don't have a cleric and lay on hands is nice, but not that nice...


The dice do indeed hate Mezdav.

It would be fun to see healer's hands in play. I run for another party that has an unrogue with healer's hands as the party healer. Too bad we're not going to get to level up a bunch in this oneshot. But Mohk is running the follow-up adventure at higher level and there will probably be good overlap in the cast across the two oneshots.


Male Human Wizard (Necromancer) 1 | HP: 8/8 | AC: 13, T: 13 FF: 10 | Fort: +1, Ref: +2, Will: +2 | BAB: +0, CMB: +0, CMD: 13 | Init: +2 | Perception: +0 (+2 with Fam) | |

Oh, is Whisken there and can she help the heal roll too?


Sure!


Right now, I'd suggest that the odds are best to have unoccupied PCs roll primary and just hope for a nat 14 or whatever. If you guys don't get it, just move along.


Female Elf Rogue (Eldritch Scoundrel) 1 | HP 10/10 | AC 14 TO 14 FF 10 | F +1 R +6 W +1 (+2 vs. Ench) | CMD 15 (17 Dirty, Disarm, Repo, Steal, Trip) | Init +4 | Perc +5 (+6 Traps) DV LLV | Immune Sleep

Shifting the craft (alchemy) point into craft (poison). I might put a point later in alchemy too, but just to aid another my colleague alchemist :)


Pal 1 | HP 11/11 | AC 17 T 11 FF 16 | F +5 R +1 W +0; (+2 vs. death, share will allows reroll at +3/+7) |CMD 15 | Init +1 | Perc -2 LLV | Botted Action: Cestus or Scythe Attack
Melee:
cold iron cestus +4 (1d4+3/19-20) or . . 'Kindness' cold iron scythe +4 (2d4+4/×4) or . . dagger +4 (1d4+3/19-20) or . . bite +4 (1d4+4)
SLA:
At will—detect evil, change shape, fox shape | 3/day—dancing lights

I don't think there's much point in Gennie rolling, she's untrained and has a good motivation to work hard at what she's doing. (She'd like to give an extra set of lines to Mohk to turn in since he walked with her to the clinic).

If you want a roll anyways, the best she could do is get guidance from Tai and that is 1d20 + 1 ⇒ (11) + 1 = 12 not enough.

Sometimes the undergrads stare at the fire rather than pouring the sand bucket on it.


M Half Orc| HP 4/10| AC: 16, T: 12, FF:14 | Spd: 30ft Alchemist (Preservationist) 1
GM of the Academy wrote:
Bump! If you guys feel stalled or have a question for me, lmk so I can keep us moving forward.

We've only got 2 votes (Mezdav, Jermaine); we're short 3 (Marz, Genevieve, Mohk). I'm reluctant to push things forward without others getting their say...


Pal 1 | HP 11/11 | AC 17 T 11 FF 16 | F +5 R +1 W +0; (+2 vs. death, share will allows reroll at +3/+7) |CMD 15 | Init +1 | Perc -2 LLV | Botted Action: Cestus or Scythe Attack
Melee:
cold iron cestus +4 (1d4+3/19-20) or . . 'Kindness' cold iron scythe +4 (2d4+4/×4) or . . dagger +4 (1d4+3/19-20) or . . bite +4 (1d4+4)
SLA:
At will—detect evil, change shape, fox shape | 3/day—dancing lights

Gennie didn’t know! Telling the teacher and Gennie is fine by me.

Of course the paizo dicebot is determined for this to be a comedy sketch.


Busy day. Will update this evening.


Pal 1 | HP 11/11 | AC 17 T 11 FF 16 | F +5 R +1 W +0; (+2 vs. death, share will allows reroll at +3/+7) |CMD 15 | Init +1 | Perc -2 LLV | Botted Action: Cestus or Scythe Attack
Melee:
cold iron cestus +4 (1d4+3/19-20) or . . 'Kindness' cold iron scythe +4 (2d4+4/×4) or . . dagger +4 (1d4+3/19-20) or . . bite +4 (1d4+4)
SLA:
At will—detect evil, change shape, fox shape | 3/day—dancing lights

Busy days happpen. Hope it resolves calmly.


Male Human Wizard (Necromancer) 1 | HP: 8/8 | AC: 13, T: 13 FF: 10 | Fort: +1, Ref: +2, Will: +2 | BAB: +0, CMB: +0, CMD: 13 | Init: +2 | Perception: +0 (+2 with Fam) | |

Maybe a bit slower this week, but in the mean time, potatoes for Jermaine! And I don't really mind if anyone reads the spoiler even if they don't have knowledge local, that DC was just a guess anyway ;)
All up to the GM. I just didn't want to forget about his part time job


Pal 1 | HP 11/11 | AC 17 T 11 FF 16 | F +5 R +1 W +0; (+2 vs. death, share will allows reroll at +3/+7) |CMD 15 | Init +1 | Perc -2 LLV | Botted Action: Cestus or Scythe Attack
Melee:
cold iron cestus +4 (1d4+3/19-20) or . . 'Kindness' cold iron scythe +4 (2d4+4/×4) or . . dagger +4 (1d4+3/19-20) or . . bite +4 (1d4+4)
SLA:
At will—detect evil, change shape, fox shape | 3/day—dancing lights

Here you go, cooperative worldbuilding time. Someone else gets to describe madame Owlexandria.


Male Human Wizard (Necromancer) 1 | HP: 8/8 | AC: 13, T: 13 FF: 10 | Fort: +1, Ref: +2, Will: +2 | BAB: +0, CMB: +0, CMD: 13 | Init: +2 | Perception: +0 (+2 with Fam) | |

Apologies GM. I may have outsmarted myself. You wanted us gathered together and I got so eager to show off his work place I sent Jermaine off . Want me to have him return munching a potato? :)


Pal 1 | HP 11/11 | AC 17 T 11 FF 16 | F +5 R +1 W +0; (+2 vs. death, share will allows reroll at +3/+7) |CMD 15 | Init +1 | Perc -2 LLV | Botted Action: Cestus or Scythe Attack
Melee:
cold iron cestus +4 (1d4+3/19-20) or . . 'Kindness' cold iron scythe +4 (2d4+4/×4) or . . dagger +4 (1d4+3/19-20) or . . bite +4 (1d4+4)
SLA:
At will—detect evil, change shape, fox shape | 3/day—dancing lights

That sounds reasonable. You can come back and deride the soup and offend the owl, or compliment the soup. Dealer's choice.


Haha. Up to you! It makes sense that not everyone would be present at all times and this isn't a mission critical gathering.


M Half Orc| HP 4/10| AC: 16, T: 12, FF:14 | Spd: 30ft Alchemist (Preservationist) 1

I assume that it's not practical to sneak after Master Crenshaw; Stealth is at 1/2 speed and Crenshaw is "scurrying", not to mention rules say I need enough cover to break line of sight... which seems unlikely in a corridor.


You could try stealthily at more than half speed but less than full at a -5 penalty and she has a 20 ft move speed. Also, you'll have cover once she turns a corner, which is when you could start pursuing.

So difficult but possible.


Female Elf Rogue (Eldritch Scoundrel) 1 | HP 10/10 | AC 14 TO 14 FF 10 | F +1 R +6 W +1 (+2 vs. Ench) | CMD 15 (17 Dirty, Disarm, Repo, Steal, Trip) | Init +4 | Perc +5 (+6 Traps) DV LLV | Immune Sleep

Hi GM! I was considering applying for your other game too (the Stormspear dungeon crawl) but I don't really have much of a clue on Spheres. Is it something easy to learn? Fun? I like dungeon crawlings but I don't want to be the "issue" of the party :)


Stormspear recruitment closed, sadly. I recommend Spheres of Power and Might in general tho. It's very compatible with normal PF 1e and it's so simple that it almost makes it harder to learn at first. XD


Pal 1 | HP 11/11 | AC 17 T 11 FF 16 | F +5 R +1 W +0; (+2 vs. death, share will allows reroll at +3/+7) |CMD 15 | Init +1 | Perc -2 LLV | Botted Action: Cestus or Scythe Attack
Melee:
cold iron cestus +4 (1d4+3/19-20) or . . 'Kindness' cold iron scythe +4 (2d4+4/×4) or . . dagger +4 (1d4+3/19-20) or . . bite +4 (1d4+4)
SLA:
At will—detect evil, change shape, fox shape | 3/day—dancing lights

If you want to be roguish feel free Marz, but I have to be away from the thread till Monday afternoon so going to keep Gennie sleeping.


Btw, the faculty are generally not very available to students. You're not sure yet where they even sleep.


Pal 1 | HP 11/11 | AC 17 T 11 FF 16 | F +5 R +1 W +0; (+2 vs. death, share will allows reroll at +3/+7) |CMD 15 | Init +1 | Perc -2 LLV | Botted Action: Cestus or Scythe Attack
Melee:
cold iron cestus +4 (1d4+3/19-20) or . . 'Kindness' cold iron scythe +4 (2d4+4/×4) or . . dagger +4 (1d4+3/19-20) or . . bite +4 (1d4+4)
SLA:
At will—detect evil, change shape, fox shape | 3/day—dancing lights

I am enjoying the night time adventure while gennie sleeps. Looking forward to writing her Incredulous response.

GM of the Academy wrote:
Btw, the faculty are generally not very available to students. You're not sure yet where they even sleep.

Hilbert’s infinite hotel adapted as resident professor storage…


M Half Orc| HP 4/10| AC: 16, T: 12, FF:14 | Spd: 30ft Alchemist (Preservationist) 1

Marz, some free advice here. You're a first level PC, who's outnumbered 4 to 1. It might be time to run and get some help...


Female Elf Rogue (Eldritch Scoundrel) 1 | HP 10/10 | AC 14 TO 14 FF 10 | F +1 R +6 W +1 (+2 vs. Ench) | CMD 15 (17 Dirty, Disarm, Repo, Steal, Trip) | Init +4 | Perc +5 (+6 Traps) DV LLV | Immune Sleep

Thanks Mezdav! You're right - the situation is fairly lethal right now. It's very possible Marz just dies or gets kidnapped forever on her very first fight, and that's basically how RPGs go. I had been doing it for almost four decades now (despite being so new in the forums!) so I guarantee you I'm aware of it :) Ok, I know on the past couple decades I had been mostly on the GM seat so maybe I got too used to disposable chum NPCs ;) heh!

Anyway - despite being aware of the situation, I'd still rather act in character. If another PC was being kidnapped in this situation, I wouldn't leave them behind without trying something first. I know Whisken isn't a PC, but I can't use meta-gaming information to influence my decisions; Marz is a loyal person, seeing her friend in a bad situation, and is trying to help using whatever tools she has (her limited smarts, her even more limited magic, and her abysmally more limited martial prowess if needed be).

I'm trying to get her ready to flee, but with fleets of stairs to climb, she wouldn't be able to go far or withdraw properly - so, creative solutions are needed (that's what we like about these games, am I right?) and I'm trying to seek them. Plus, honestly I was hoping these guys would have like 1 or 2 HD and some of them would go unconscious with the color spray, but such is life! If she gets out of this situation, it will be by the skin of her teeth (but I'd thank the GM anyways for the chance to play and the fun while it lasted!)


Your call, Marz.

Oh they are low HD. Those that failed their save are unconscious... for 2d4 rounds... "stunned" was just descriptive text because that's the condition that's actually keeping them from doing anything and will last the longest.


Gennie see your spoiler in gameplay, I have given you an opportunity to get the rest of the party involved.


Female Elf Rogue (Eldritch Scoundrel) 1 | HP 10/10 | AC 14 TO 14 FF 10 | F +1 R +6 W +1 (+2 vs. Ench) | CMD 15 (17 Dirty, Disarm, Repo, Steal, Trip) | Init +4 | Perc +5 (+6 Traps) DV LLV | Immune Sleep

I will wait for Gennie before posting my actions so we keep the rounds somewhat aligned. :)

GM, I know I failed my knowledge nature check, and I don't want to do anything meta-gamey here; however, I wanted to ask some stuff that I may be a bit confused on. I'm seeing the pictures you're using to represent the creatures in Roll20 and I saw them speaking Sylvan, so I have an idea of what they would be, so just double checking... They vomit, they bite, I'm itching, we saw gremlin lice before...

Wouldn't they be tiny, perhaps, and with a 0-ft reach? Because, if it's the case, they would only be able to attack me in melee (to bite me) if they actually enter my square (and provoke AoO to do so - at least one of them since I don't have Combat Reflexes or similar).

Again, I may be out of line and maybe these creatures are just different than their standard one (or maybe they're just custom ones of your world, and again I'm perfectly fine with all of it!). I just thought about asking, "just in case"! Heh.

Cheers


Don't wait for Gennie. Your combat will be done one way or another, in in-character time, before she can reach you.

But you are right in terms of aoos! My fault for forgetting that tiny means 0 ft reach! Go ahead and take three aoos, one for each round so far.


M Half Orc| HP 4/10| AC: 16, T: 12, FF:14 | Spd: 30ft Alchemist (Preservationist) 1

Marz, if they are tiny, you have longer legs (ie. more move). Run like the devil is chasing you is still on the table... Coming back with friends can be a good plan.


Pal 1 | HP 11/11 | AC 17 T 11 FF 16 | F +5 R +1 W +0; (+2 vs. death, share will allows reroll at +3/+7) |CMD 15 | Init +1 | Perc -2 LLV | Botted Action: Cestus or Scythe Attack
Melee:
cold iron cestus +4 (1d4+3/19-20) or . . 'Kindness' cold iron scythe +4 (2d4+4/×4) or . . dagger +4 (1d4+3/19-20) or . . bite +4 (1d4+4)
SLA:
At will—detect evil, change shape, fox shape | 3/day—dancing lights

@gm I see a simple dungeon room with Marz as the map in roll20.

@party Gennie ideally wants to 2h her scythe, if someone else will either cast light on her or carry a lantern that would help. She has LLV.


M Half Orc| HP 4/10| AC: 16, T: 12, FF:14 | Spd: 30ft Alchemist (Preservationist) 1

@ GM : I can get into the Roll20 map - I see Marz in a hall of pillars, and 3 ?hostiles? (one with a red dot, 2 with icons on them, the rightmost of the 2 with icons has a green dot).

@ party: if Gennie is out front, I will take second spot - I have a longspear (reach weapon) and bombs to throw...


Bard 1 | HP: 10/10 | AC: 19, T: 14, FF: 15 | Fort: +1, Ref: +6, Will: +2 | BAB: +0, CMB: +1, CMD: 14 | Init: +4 | Perception: +4 | Battledance: 6/6 | Botted Action: Scimitar Attack

Mohk can hold the lantern. His fighting style insists he not have a sword or shield in that hand, but I think a lantern is allowed. Dervish Dance is a little kinder than Slashing Grace on that.

Plus, the irony of having the blind guy with a lamp amuses me.


Yes Mezdav. That's the correct map. It was left with the hostiles on it because two were stunned and Marz then killed the other, then tied up the stunned guys. So that was its status before combat was effectively ended.


Jermaine and Mezdav, I don't know who to give token access to since your names on roll20 aren't your character names. Who's who?


M Half Orc| HP 4/10| AC: 16, T: 12, FF:14 | Spd: 30ft Alchemist (Preservationist) 1

Mezdav is Pieter d.


Male Human Wizard (Necromancer) 1 | HP: 8/8 | AC: 13, T: 13 FF: 10 | Fort: +1, Ref: +2, Will: +2 | BAB: +0, CMB: +0, CMD: 13 | Init: +2 | Perception: +0 (+2 with Fam) | |

Jermaine is Ridge


Ok you guys should see the correct map now. And everyone should have permission for their tokens. If you intend to use your familiars for combat, I'll add tokens for them too.


Male Human Wizard (Necromancer) 1 | HP: 8/8 | AC: 13, T: 13 FF: 10 | Fort: +1, Ref: +2, Will: +2 | BAB: +0, CMB: +0, CMD: 13 | Init: +2 | Perception: +0 (+2 with Fam) | |

I think Jermaine's familiar will be there mostly for morale support and perception bonuses. :)


Pal 1 | HP 11/11 | AC 17 T 11 FF 16 | F +5 R +1 W +0; (+2 vs. death, share will allows reroll at +3/+7) |CMD 15 | Init +1 | Perc -2 LLV | Botted Action: Cestus or Scythe Attack
Melee:
cold iron cestus +4 (1d4+3/19-20) or . . 'Kindness' cold iron scythe +4 (2d4+4/×4) or . . dagger +4 (1d4+3/19-20) or . . bite +4 (1d4+4)
SLA:
At will—detect evil, change shape, fox shape | 3/day—dancing lights

Tai might get into combat (She's a silvanshee agathion at heart) but it would be at a suitably cinematic moment not a regular occurrence and it probably won't come up outside of bossfights or us running away...


Mezdav, I think your delayed action may have gotten lost in the fray? Delaying doesn't really do much in block init the way I do init...


M Half Orc| HP 4/10| AC: 16, T: 12, FF:14 | Spd: 30ft Alchemist (Preservationist) 1
GM of the Academy wrote:
Mezdav, I think your delayed action may have gotten lost in the fray? Delaying doesn't really do much in block init the way I do init...

No, I got my Aoo's and a full attack last round. I didn't have enough concentrated targets to make a bomb worthwhile (unlike this round).


Sorry Jermaine, I should have clarified that you get an aoo if you threaten for the purposes of aoos, e.g., if you already had your dagger out. I don't think you did? Doesn't matter this time anyway. Just making sure it's clear for everyone in the future that I'll mention that an aoo can be taken but won't necessarily track who is and isn't holding a weapon/has unarmed strike/has a natural attack/etc for the purposes of aoos.


Male Human Wizard (Necromancer) 1 | HP: 8/8 | AC: 13, T: 13 FF: 10 | Fort: +1, Ref: +2, Will: +2 | BAB: +0, CMB: +0, CMD: 13 | Init: +2 | Perception: +0 (+2 with Fam) | |

My bad, GM. Looking back I don't think he did take his dagger out anyway and sorry that's on me.

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