GM GuardYourPrivates' Shards of Golarion

Game Master SqueezeMeNow


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Male Human Paladin (Warrior of the Holy Light) 4 l AC 19 T 12 FF 17 l CMD 18 I HP 38/38 l F +11 R +7 W +9 l Init +2 l Perc +1 I Smite Evil 2/day, Aura of Courage, Lay on Hands 7/day 2d6, Power of Faith, Channel Energy for 2 LoH uses

I'm thinking that I need to choose one of the shards that would obviously have people (so that our new PCs can finally join us), but also stay away from ones that might have a high level spell caster.

That would mean foregoing the extra treasure and etherium from the second hoard for now.

This leaves the fortified village shard or the cavern complex with an apparent cannibal problem.

Any thoughts or opinions before I make the call?

Obviously this is a request for OOC input. Feel free to yell at Alden for making a stupid decision in character, if your character would do that.


I will say you shouldn't overthink it or make any assumptions about what you saw. I have ideas for introducing new players from these shards.


Male CG Halfling Rogue Shadow walker 4 | HP 29/29 | AC19 T15 FF13 | F+3 R+9 W+6 | CMD 12 | Init+4 Percep+11 Darkvision 40'| Current effects: none
Skills:
Acrobatics 11 Appraise 7 Bluff 14 Climb 3 C: Alchemy 10 Diplomacy 10 Disable Device 12 Escape Artist 11 Know: Local 10 K: Dungeon 7 Perf Oratory 7 Prcptn 11 Sense Motive 9 Sleight of Hand 11 Stealth 15 Swim 3 UMD* 10

fortified town.

The floating island is neat, but I think the town would be better.


This will take some footwork!


Wounds (0) HP (36) AC (20/16/17) Saves (6/7/5, -2 poison) Initiative (+4) Healer’s Hands (4/4) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)

Checking in over here (Grumbaki). Starting out as a Weretouched shifter and then rest of the levels will be in Druid. Devotee of Erastril. While he doesn’t have spells yet he can still reliably heal with his skill until that kicks in. Lvl 5 is when healing goes into overdrive. Looking forward to gaming with you all, and will wait for when the GM brings us into the group.


Hmmm... I might have to consider adding etherium to healers kits. Always was a fan of healing hands.

Is everyone just going with Alden's post? If I don't get more input before Sunday I will just move things forward.


Male Human Brawler 4 | HP: ????/35 | AC: 18, FF:13, T:15 | Init: +9 | Fort +6, Ref +8, Will +3 | CMB +5; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+6, Escape+10, Know-Dungeoneerng/Local+7, Perception+9, Ride+8, Sense Motive+10, Stealth+10, Swim+5, Craft(Weapon)+10, Handle Animal+6

Sounds good. Jaxom is hoping the new land has good metal for forging tools, and weapons.


Wounds (0) HP (36) AC (20/16/17) Saves (6/7/5, -2 poison) Initiative (+4) Healer’s Hands (4/4) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)

GM: Ready to jump in whenever. Will wait for the word to do so.


Had to get some details ironed out and find a nice map, but I should be able to update in the morning gang. It's going to be a bit crazy!


Male CG Halfling Rogue Shadow walker 4 | HP 29/29 | AC19 T15 FF13 | F+3 R+9 W+6 | CMD 12 | Init+4 Percep+11 Darkvision 40'| Current effects: none
Skills:
Acrobatics 11 Appraise 7 Bluff 14 Climb 3 C: Alchemy 10 Diplomacy 10 Disable Device 12 Escape Artist 11 Know: Local 10 K: Dungeon 7 Perf Oratory 7 Prcptn 11 Sense Motive 9 Sleight of Hand 11 Stealth 15 Swim 3 UMD* 10

Not that it's my turn but I can't move the token on the map.

To make it easier to see the ants, would you put a border around them perhaps of white or orange, something that stands out against the darkness of the background.


Remind me again how I handle permissions? I thought I set it to work for anyone with the link, but maybe I missed one. I will edit the bugs tomorrow to make them easier to see.


Male CG Halfling Rogue Shadow walker 4 | HP 29/29 | AC19 T15 FF13 | F+3 R+9 W+6 | CMD 12 | Init+4 Percep+11 Darkvision 40'| Current effects: none
Skills:
Acrobatics 11 Appraise 7 Bluff 14 Climb 3 C: Alchemy 10 Diplomacy 10 Disable Device 12 Escape Artist 11 Know: Local 10 K: Dungeon 7 Perf Oratory 7 Prcptn 11 Sense Motive 9 Sleight of Hand 11 Stealth 15 Swim 3 UMD* 10

Click on the share button on the top right, under general access it should have "Anyone with the link" on the left and "Editor" on the right. If we don't have edit access we can't move anything.


Didn't get things done Friday, came home from work Saturday and laid down to take a nap. Woke up seven hours later feeling miserable. Been in and out of bed since. Apologies for the late response.


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Male CG Halfling Rogue Shadow walker 4 | HP 29/29 | AC19 T15 FF13 | F+3 R+9 W+6 | CMD 12 | Init+4 Percep+11 Darkvision 40'| Current effects: none
Skills:
Acrobatics 11 Appraise 7 Bluff 14 Climb 3 C: Alchemy 10 Diplomacy 10 Disable Device 12 Escape Artist 11 Know: Local 10 K: Dungeon 7 Perf Oratory 7 Prcptn 11 Sense Motive 9 Sleight of Hand 11 Stealth 15 Swim 3 UMD* 10

Take care of yourself.


Wounds (0) HP (36) AC (20/16/17) Saves (6/7/5, -2 poison) Initiative (+4) Healer’s Hands (4/4) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)

For the intrepid halflings attack roll:

“Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls”

+3 (BaB) +4 (Dex) +1 (Size) = 8

And I don’t think that bombs have size categories. Making them an excellent weapon choice of a halfling.


Ah right. Halfling.


I'm so glad the group is prepared for swarms, because these ones are kinda beefy.


These swarms are rolling kinda high on their damage...


Male Human Paladin (Warrior of the Holy Light) 4 l AC 19 T 12 FF 17 l CMD 18 I HP 38/38 l F +11 R +7 W +9 l Init +2 l Perc +1 I Smite Evil 2/day, Aura of Courage, Lay on Hands 7/day 2d6, Power of Faith, Channel Energy for 2 LoH uses

I figured I'd ask: (no obligation to agree), can I RETCON my action for this turn and channel energy instead of move and throw the alchemist fire?

I understand that would leave me in the swarm, but maybe I will roll well enough to keep Jaxom from being DEAD dead?


To clarify a bit:

GuardYourPrivates wrote:
So the good news is the ants take 1d6 damage from you removing ants from the swarm.

Jaxom is still up and at 3 HP. That was damage he did to the swarm by carrying some out of it.

If you all want to adjust your posting that is perfectly fine. Again, yeah the ants have been rolling REALLY high on damage. 3-18 damage and they rolled 16 on Jaxom twice.

If you don't want to adjust please let me know that as well. Then I can proceed with certainty.


Male Human Paladin (Warrior of the Holy Light) 4 l AC 19 T 12 FF 17 l CMD 18 I HP 38/38 l F +11 R +7 W +9 l Init +2 l Perc +1 I Smite Evil 2/day, Aura of Courage, Lay on Hands 7/day 2d6, Power of Faith, Channel Energy for 2 LoH uses

If Jaxom is still up and clear of the swarm at the moment, I'll leave my action as it is for this turn. On my next turn, I will see if I can position myself somewhere I can catch everyone in a channel burst.

Plus, I made a good throw with the alchemist fire. Hopefully, the swarm will catch fire and burn up.


Male Human Paladin (Warrior of the Holy Light) 4 l AC 19 T 12 FF 17 l CMD 18 I HP 38/38 l F +11 R +7 W +9 l Init +2 l Perc +1 I Smite Evil 2/day, Aura of Courage, Lay on Hands 7/day 2d6, Power of Faith, Channel Energy for 2 LoH uses

Okay, so it looks like Jaxom is still down and nearly dead, so I will RETCON my action to see if I can forestall his demise.


I will post tonight with the other listed actions in case anyone else wanted to change their actions.


Wounds (0) HP (36) AC (20/16/17) Saves (6/7/5, -2 poison) Initiative (+4) Healer’s Hands (4/4) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)

Is Lars up, and is the ant on the map alive?


Getting to that. Resolving the other actions first. Just need Kevan to change his action if he wants (Both swarms have people in the splash zone.) and for Milton to go. If I don't get a response from either I'll post things in the evening tomorrow. I would really prefer not to npc anyone in such a dire fight.


Male CG Halfling Rogue Shadow walker 4 | HP 29/29 | AC19 T15 FF13 | F+3 R+9 W+6 | CMD 12 | Init+4 Percep+11 Darkvision 40'| Current effects: none
Skills:
Acrobatics 11 Appraise 7 Bluff 14 Climb 3 C: Alchemy 10 Diplomacy 10 Disable Device 12 Escape Artist 11 Know: Local 10 K: Dungeon 7 Perf Oratory 7 Prcptn 11 Sense Motive 9 Sleight of Hand 11 Stealth 15 Swim 3 UMD* 10

It looks like the swarm is large since you have it crossing over squares. That being the case I'd be aiming for the backside which would put any splash on the bugs. If that's not the case then it is minimum dmg on spash so only 2 with a DC 14 REF save. I think the damage to the swarms is worth the minor damage to the party if it must be done.


Originally she was to show up after a few rounds in her human form and pester the group about something. I think you all would have managed, but it was hairy enough she changed her plans.

That and save a lot of stress, as this would have been a prolonged combat with people likely dropping a few times.

If anyone does need to roll new character please do that in the discussion thread so as not to push up the recruitment thread and confuse anyone.


Wounds (0) HP (36) AC (20/16/17) Saves (6/7/5, -2 poison) Initiative (+4) Healer’s Hands (4/4) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)

Loving the introductions. Holding off for a moment before responding to see if the man being healed lived or died, as it effects the tone of the conversation.


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Male Human Brawler 4 | HP: ????/35 | AC: 18, FF:13, T:15 | Init: +9 | Fort +6, Ref +8, Will +3 | CMB +5; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+6, Escape+10, Know-Dungeoneerng/Local+7, Perception+9, Ride+8, Sense Motive+10, Stealth+10, Swim+5, Craft(Weapon)+10, Handle Animal+6

Sorry about that. Needed numbers for my next character idea....


No one's going to even try the perception roll?


Male CG Halfling Rogue Shadow walker 4 | HP 29/29 | AC19 T15 FF13 | F+3 R+9 W+6 | CMD 12 | Init+4 Percep+11 Darkvision 40'| Current effects: none
Skills:
Acrobatics 11 Appraise 7 Bluff 14 Climb 3 C: Alchemy 10 Diplomacy 10 Disable Device 12 Escape Artist 11 Know: Local 10 K: Dungeon 7 Perf Oratory 7 Prcptn 11 Sense Motive 9 Sleight of Hand 11 Stealth 15 Swim 3 UMD* 10

Missed that, made the perception and the sense motive.


Alden can't ever read Talschornvox to save his life. XD


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Male Human Paladin (Warrior of the Holy Light) 4 l AC 19 T 12 FF 17 l CMD 18 I HP 38/38 l F +11 R +7 W +9 l Init +2 l Perc +1 I Smite Evil 2/day, Aura of Courage, Lay on Hands 7/day 2d6, Power of Faith, Channel Energy for 2 LoH uses

He IS kind of oblivious. LOL


I still need to work on it a bit, but you all might notice a new map of the shard is up. I also plan to add general information about the shard for the record. Names of npcs, facilities and production for the sake of downtime rules and that. Will be something I continue to work on through this vacation week, so I suggest taking a look on the weekend.

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