DM Joseph Rauel's Price of Immortality

Game Master Dm Joseph Rauel

Kassen's Tomb Map

Marching Order:

1x1
1. Perri Purrun
2. Brandark Ironhame
3. Roya Tani
4. Joras Iggins
5. Miron Belodor
6. Conrad Mendelson

2x2
Perri, Brandark
roya, miron
Joras Conrad

Nightly Watch:

20:00 – 22:00: Conrad Mendelson, Miron Belodor
22:00 – 01:00: Brandark Ironhame
01:00 – 04:00: Perri Purrun
04:00 – 07:00: Roya Tani, Joras Iggins


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M Human Cleric/Bard

Weekends are really hit or miss but I do like it get a post up typically. This weekend however was crazy. Catching up and posting here shortly this AM.

Roya no worries, enjoy! I will bot to the best of my abilities. Thank you for the heads up!


M Human Cleric/Bard

Not for this combat, but I am going to be getting a Google Slides together for future need. If you could PM me a Google email address that I can give you access with that would be great. Please be sure to put Price of Immortality in the title so I don't make a mistake and add you to the wrong game.


M Human Cleric/Bard
Brandark Ironhame wrote:
Not that laying down on the job is bad. but did you account for the 4 to cmd for trips?? If yes, no worries, if no, still no worries it is after all a story that we are writing

I did not take it into account. Unfortunately when the CMB is a Nat20 anyone is going to laying down on the job.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

As i stated no worries. Just wanting to remind if it was forgotten


M Human Cleric/Bard

It's all good. If you could put your CMB/CMD in the header within your General Stats spoiler and next to it put a (+4 v Trip) next to CMD.

Because I will forget it, and I do not want to shortchange anyone of their class/racial bonuses.


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Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

Sorry for slow posting, dealing with a broken car. In better news, my tests came back negative for anything really bad, just more of minor issues from getting old. May be a day or two to deal with the Google Slides thing but will do A.S.A.P.


M Human Cleric/Bard

Glad to hear that your test came back negative. I remember my grandma always used to say to me "Darlin, it's hell getting old." I would always laugh and think she was crazy. But the older I get the more I understand what she meant from that phrase.

Also, no rush with the slides email. That is for a little bit down the road, not for this encounter.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

will update my header tomorrow for this fight


M Human Cleric/Bard
Brandark Ironhame wrote:
6/12 HP, AC-13 (prone)

I want to make sure I am not shortchanging you. Your AC is 15 normally -4 for prone. Do you have something going on that I am missing that gives you the +2 to get you to AC13? The wolf's attack this round hit exactly 13, but I thought you were at AC11.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

Nope, I just got mixed up. I have a ranger in another game who's AC is 17. So yes, your numbers are correct.

My bad for not checking my stats on my tablet before posting. Sorry it shouldn't happen again.

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

I got my rage bonuses mixed up too.

Conrad got an 18 on his attack roll, not a 19 (not that it matters much) and he dealt the wolf 7 damage, not 8. His HP are also bumped to 16,not 17. Sorry!


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M Human Cleric/Bard

Hey guys, it's all good. Thanks for saying something. We are all human and we will all make mistakes for however long this adventure (and beyond) takes us!


Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

My bad shortsword is piercing not slashing. Don't think it makes a difference here though.


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

I'm back.
One important question: How do you handle "mooks" knocked out of the fight?

I've seen a lot of table variance on that...from where only "important" enemies were tracked accurately to where every little creep was tracked.

Specifically, I am asking if I'll need to care care with e.g. Channeling now, if all the wolves will jump back up and resume biting.
Or if we can assume that that kind of thing won't happen if we're out of combat, at least?


M Human Cleric/Bard

Yeah great question. IC if you were to heal check them they are bleeding out, so technically still alive.

Do we want to say that moving forward that you all "finish off" any enemy unless otherwise stated? I am okay handwaving that and making it the norm.


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Well, I'm also fine if we just assume that we make sure to pay attention to our placement and the location of downed enemies - so that we only include those targets we want.

Not specifically suggesting we finish everybody off, but for "out-of-rounds/initiative" healing, I'd rather not have to direct everybody to move to specific spots in order to be able to channel without re-entering init...

(For what it's worth, of course I know Selective Channel would solve that - and I may include it in the build at a later time...but if not using the healing in-combat, it seems a bit like a feat tax for a purpose that can be handled via organizational cooperation.)


M Human Cleric/Bard

When we are in combat I keep track of he HP of bad guys who are bleeding out when it comes to Channeling and such. I was more speaking of out of combat finishing off bad guys.


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Aye, in combat, perfectly clear.

I just meant out of combat, we may also not want to outright kill any bad guys.
Maybe we want to stabilize them, take someone prisoner or similar.
Take the wolves - they attacked us, hungry - chances are they'll do so again, or other travellers if they lost their fear of humans.

But if we had, say, stumbled on their lair and they decided to defend their young, Roya would have been opposed to killing them/finishing them off.
But would still want to channel to heal HER allies. So that would include the choreography of moving away from any baddies, or checking on them and stabilizing, then moving away from enemies, etc...

Basically I'm only asking if, when we are out of combat, I can assume that I can channel and only affect those I aim to affect, or if I will have to point out that we are moving sufficiently away, or that we kill enemies to prevent them from being affected.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

Sometimes healing an enemy is the lesser of two evils.

I was playing a FTF game, where my cleric had this as a choice in a fight.

Channel and heal 1 bad guy, to keep up 4 allies, or not heal, and possibly have 2 go down.

I chose to heal, which keep our allies up, and yes, made it more difficult to beat the encounter, but I think it was a worthwile trade.

The party harped at me over doing it for a couple of days, but once I explained it, under stood it.

But yes, positioning out of combat, I am going to say we should assume.
inside combat, you should do your best. :)


M Human Cleric/Bard

Unless an ally is down and bleeding out I don't think that post-combat will be any issue when it comes to channel healing. You can tie up any intelligent foes you'd like, or simply move them out of the way.

Honestly, I am not worried about out of combat channel healing impacting bad guys. You all are smart enough that you would know to not heal the bad guys unless you need to question them.

Brandark Ironhame wrote:
Well, it is getting on in the day, and I for one, don't want to be wandering around a forest at night. Shall we set up camp in a good location, and try to get some sleep.

It is still early in the day. After camping last night you knew that you could get to the tomb entrance before nightfall. If the party wants to camp for RP reasons they can, but it is still the same day when you wake up. So no real mechanical rest would happen.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

ah, I got messed up on the time. I thought it about noon when we got to the lake.

If there are still hours of daylight left, then ignore my post.


M Human Cleric/Bard

This scene/encounter can really bog down the PBP flow. It did over on the other table. So, to help prevent that I will help with a few things.

the gorge is a 100-foot steep slope that does have rocks, stumps, and trees that dot the incline. BUT, it is still sleep and slipping/falling could produce similar results to those found at the Gloucestershire Cheese Rolling competition.

From the launch of this rite of passage you were given a few items and you also found a few items that could help. You were given a grappling hook and a 50-foot rope. Also, you found 3 pitons and a hammer.

The party could use any/all/none of the above items to help them with the climb down. Or as Brandark seems to be ready to do, sled down it on your pack.

Chime in and let me know what the party wants to do, and I will take it from there.


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

I think using the rope to secure the descent, but bringing the rope along(either by the best-suited person unhooking it and bringing it down or some grappling hook shenanigans) and not firmly attaching it is our best bet.

That way most people should be able to rely on the rope, and we'll still have a rope for later in case we need it.
Especially as per the map it seems we have to go up the slope on the other side to reach the tomb.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

i thought we didnt have a rope.

Otherwise the thought of belay 1/2 way down.

Then repeat the rest of the way.

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

Conrad was given a rope by the Mayor. I thought everyone was given a rope too.

So, use the rope to help us, last person to go unhooks it somehow? Keep the pitons in case we need to go up on the other side?


M Human Cleric/Bard
Conrad Mendelson wrote:
Conrad was given a rope by the Mayor. I thought everyone was given a rope too.

There were some items in the bags that everyone got the same of, but each person got an item that was not like the rest of the group...


Male N Human Sorcerer 2 | HP: 12/12 (normal max 14) | AC: 16 Touch: 12 FF: 14 | CMB: 3 CMD: 15 | Fort: -0 Ref: 2 Will: 2 | Init: +6 | Perc: -1 SM: -1 | Speed 30ft | Cold Steel: 5/5; 1st Spells: 3/5; Wand of Magic Missile (2 charges) | Active Conditions: Mage Armor, -2 CON
Dm Joseph Rauel wrote:
the gorge is a 100-foot steep slope that does have rocks, stumps, and trees that dot the incline. BUT, it is still sleep and slipping/falling could produce similar results to those found at the Gloucestershire Cheese Rolling competition.

Or Princess Bride :)

Isn't the tomb somewhere at the bottom? So we could leave the rope and hook at some point so that we have an easier way back up, assuming we won't need it in the tomb.


M Human Cleric/Bard

Yes, it is somewhere located at the bottom of the incline.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

We need to keep rope. no telling when we will need it.


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

I am not complaining about not needing to go back up the other side after seeing what happened on the way down - but I guess the map confused me. It seems like that entrance is on the other side of the gorge, on top - but it's really on the bottom, but towards the other side? As in, the complex we are about to enter is underground below the south side of the gorge?

Mostly I'm trying to make sure we got the right place - not that we stumbled upon some "random" deadly lair of something (at the bottom) that we now mistake for the tomb(which the map seemed to suggest is a bit farther along).


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M Human Cleric/Bard

Like I had said before, the map isn't 100% exact or to scale. It is more to show large landmarks along the way that you are to come across. Your characters would know from tales told of those who have done this before that it is located at the bottom of the gorge.


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Good enough for me, thanks!


M Human Cleric/Bard

Hey, I have a function tonight that will prevent me from posting later. I know not everyone has had a chance to post yet, please feel free to still do so. I am going to go ahead and post, but because of the scene and everyone is starting to do something it all happens at the same time.


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

My apologies, honest mistake I thought Brandark passed the DC and checked the spoiler assuming he'll share his findings.
But it seems nobody so far did the knowledge local - if so, please disregard Royas comment.


Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

Pardon my absence, yesterday got away from me a bit. After the temp drop, I was going to take a quick nap and then post. Woke up this morning. As soon as the DM adds me to the map software, I'll post my actions.


M Human Cleric/Bard

Perri - coming down the stairs they would have cover which would negate an AoO. It doesn’t matter that much anyway because it missed Perri, and the output the Bill does is enough to drop it. Lol


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M Human Cleric/Bard

Are we about to Scooby Doo this tomb?


Male N Human Sorcerer 2 | HP: 12/12 (normal max 14) | AC: 16 Touch: 12 FF: 14 | CMB: 3 CMD: 15 | Fort: -0 Ref: 2 Will: 2 | Init: +6 | Perc: -1 SM: -1 | Speed 30ft | Cold Steel: 5/5; 1st Spells: 3/5; Wand of Magic Missile (2 charges) | Active Conditions: Mage Armor, -2 CON

Do we know IC that bludgeoning a skeleton is better? Because we could use the brooms as makeshift quarterstaffs if we meet any more.


M Human (Varisian) | HP:11/11 | AC15, T11, FF14 CMD15 | F+3, R+1, W+0 | Speed 20' | Init: +1 | Perc+1, SM+1 Fighter (Base) 1
Dm Joseph Rauel wrote:
Perri - coming down the stairs they would have cover which would negate an AoO. It doesn’t matter that much anyway because it missed Perri, and the output the Bill does is enough to drop it. Lol

I knew it was possible they were getting cover, that's why I asked instead of complaining! <grin>


M Human Cleric/Bard
Miron Belodor wrote:
Do we know IC that bludgeoning a skeleton is better? Because we could use the brooms as makeshift quarterstaffs if we meet any more.

Undead isn't something that you would have come across, but with a K-Religion check you'd gain the needed info.


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

There was no prompt before, I think, but I did roll Religion now.

That said, I think some "resistances" are sensible by logic. I mean, a warrior would know about his weapons.
There's no flesh to cut, no tendons to sever, no blood to spill. So slashing weapons are not great against bones unless they manage to cut through.
There's no organs to pierce, no muscles to cripple, no sense bypassing ribs with pointy stuff, so piercing will not be useful, either.
Blunt force, on the other hand, is designed to shatter the bones. To break skulls. To deliver impact trauma that ignores certain types of armor, even.(though AC works differently in-game, of course).

Thinking a bit about the nature of the opponents and the qualities of the available weapons, I think a trained fighter could easily reach the conclusion that a heavy object inflicting blunt impact damage would be more useful against bones than cutting or stabbing them.

Same as you wouldn't attempt to cut a rope with a mace.
Or to sew using a hammer rather than a needle.

Like, I totally understand the need for knowledge-checks and to avoid meta-knowledge, but I think on some basic things we can give our characters the benefit of the doubt, to pick the right tool for the task.

Just offering my view, I'll roll with whatever GM says.


M Human Cleric/Bard

Yeah I mean its a K-Religion DC 11 for Skeletons. So if a person has one rank in that they can take 10 and get all of that info. It's basic stuff for anyone trained in it.

All of the attacks worked and destroyed the skeletons, so there weren't any "your weapon seemed less effective" moments that would get those who don't have ranks definitive clues of what worked or what didn't. Even Perri's slashing weapon dropped 2 skeletons from max.... how to deal with this pesky massive damage dealer...

If you ever want to know anything and I don't do a prompt, please feel free to make a roll with an OOC of what specific info you might be looking for.


M Human (Varisian) | HP:11/11 | AC15, T11, FF14 CMD15 | F+3, R+1, W+0 | Speed 20' | Init: +1 | Perc+1, SM+1 Fighter (Base) 1

Just wait for it. The damage dice will start rolling low. As will the attack dice.

Or throw something at us that seems a good target for Trip and Disarm, and I'll stop doing damage on my own . . .. Not that those tactics are less frustrating for the GM.


Male N Human Sorcerer 2 | HP: 12/12 (normal max 14) | AC: 16 Touch: 12 FF: 14 | CMB: 3 CMD: 15 | Fort: -0 Ref: 2 Will: 2 | Init: +6 | Perc: -1 SM: -1 | Speed 30ft | Cold Steel: 5/5; 1st Spells: 3/5; Wand of Magic Missile (2 charges) | Active Conditions: Mage Armor, -2 CON

Yeah, I rolled a 1 and a 2, so I was assuming I didn't see any direct evidence that poking it wasn't as good as bashing.

I'll keep poking at them until told otherwise.

Then I'll color spray them instead, that'll be sure to work. :)

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

Sorry, I've has a lot of work for the past two days and couldn't get a post in. Will do so tomorrow.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

looking at the skill climb, the DC was 5 for climb with rope against a solid object.

Now of course, that is under ideal circumstances and no modifiers.

Pulling someone out of hole, the puller can move up to 3 times their max lift. (Dragging instead of lifting)

So getting him out, should not be an issue, however,
once again, this is all subject to the GM's fiat.


I think you guys are over-thinking this.

Perri's Heavy Load is 230#. His drag/push is what, 5 times that? Conrad & his gear show at 243# total, right? If we do a diminishing returns thing (full+half+quarter) our 3 heavy loads are over 370#.

We're not talking about picking Conrad up on our shoulders and going for a walk. We're talking about a relatively short burst of effort to haul him out. We CAN even simply hold the rope and pull together like a tug of war team.

I think people have gotten stuck in trying to define the activity in game mechanics and have forgotten to look at the basics of the task.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

I didn't overthink

My train of thought for this.

Toss rope up.

He ties end of rope to his stuff.

We hold other end of rope.

He climbs up on rope.

We pull his gear up on rope.

We then carry on.

I didn't get into the mechanics of the game to follow any of those steps, except to mention here, the DC's of climbing on a rope or us pulling someone out.


M Human (Varisian) | HP:11/11 | AC15, T11, FF14 CMD15 | F+3, R+1, W+0 | Speed 20' | Init: +1 | Perc+1, SM+1 Fighter (Base) 1

Doing the gear separately was overthinking it, in my opinion.

<shrug>


M Human Cleric/Bard
Perri Purrun wrote:

Doing the gear separately was overthinking it, in my opinion.

<shrug>

Are you talking about what the module laid out as to what the PCs should be taking with them and from there how the mechanics were balanced off of that?

About Conrad in a hole, yeah it would just be an easy rope down and DC5 climb check up the wall with the rope. He wouldn't need to attempt to climb the smooth wall.

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