[Gameday XII, (1e)] #5-01: The Glass River Rescue
(Inactive)
Game Master
Mustaparta
IMPORTANT: RPG Chronicles Can be used without account
Merfolk Kineticist (Void) -5- | Init +3 | HP=53/53 | AC=19 | CMD=15 |Fort=9, Ref=8, Will=1| Perception +4, Low-Light, Speed 15 / Swim 30
Hm... let me see. I will catch up during weekend!
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision
We don't have access to the Slides, GM.
Down the Blighted Path | #8-03 Captives tof Toil
It is now set to public (anyone can edit).
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Void Diver, your character level is 5, correct?
Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7
Hi all!
Buying a Mithral chain shirt for 1100 GP, selling old studded leather for 12.5
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
Quick GM question while I remember...
Einar has the
Do you have a preference for how you want to handle the reroll mechanic? The way I've typically seen it done in the past with PbP is to let the oracle decide if they use Misfortune the next time they post and just retcon any events altered as a consequence of this, rather than waiting after every roll to see if the oracle wants to Misfortune it. But happy to do something else if that is preferred.
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
Merfolk Kineticist (Void) -5- | Init +3 | HP=53/53 | AC=19 | CMD=15 |Fort=9, Ref=8, Will=1| Perception +4, Low-Light, Speed 15 / Swim 30
Mustaparta wrote: It is now set to public (anyone can edit).
--
Void Diver, your character level is 5, correct?
Yes, thats correct.
I mace a link to full charsheet inside my profile.
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
Einar the Accursed wrote: Diplomacy roll if it helps...
[dice=Diplomacy + Guidance]d20+15+1 (+2 if they happen to be plants or Mendevian crusaders. Highly unlikely but you never know!)
I just remembered I can't use guidance on that roll as it's a competence bonus and I'm already getting one of those from my circlet of persuasion. So the result should be 1 less as it wouldn't include the guidance.
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
I suspect it doesn't matter, as I rolled higher than on my previous attack, but I forgot to include the +1 from the Mallycorn's Bless in my latest set of attack rolls.
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
Shall I speak to the old woman about our cover story? Einar, is a fairly decent lier (although he is a much bearer diplomat).
Are party members able to aid with the bluffing?
HP 21/21 | Spells 1st: 2/4 | Tome Focus 6/8 | Rapier Focus 2/3 | AC 19 t15 f14 CMD 17 | F+4, R+5, W+4 (immune light-based blind and dazzle) | Init +6, Perc +9 | Elf Occultist 3 |
Kiri has a -2 bluff, so fine by me if anyone else wants to do it. Otherwise she nominates a clod of dirt from the street outside to do it.
Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5 | Heroism
Orenjii is also unsuited to help with social encounters.
Merfolk Kineticist (Void) -5- | Init +3 | HP=53/53 | AC=19 | CMD=15 |Fort=9, Ref=8, Will=1| Perception +4, Low-Light, Speed 15 / Swim 30
I can aid with some social checks, but the merfolk unlikely to initiate discussion.
And these days my real liflfe distracts me emotionally.
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
Did Einar manage to find a window to see which sister had left and where they were going?
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
I assume Einar is still keeping the innkeepers busy talking about food while the investigation is going on. In terms of opportunities for Einar to meet back up with the others, would I be right in thinking we arrived in the evening, so hopefully the innkeepers will want to go to bed at some point?
Down the Blighted Path | #8-03 Captives tof Toil
Yeah, one has already gone and other two will soon soon follow.
HP 21/21 | Spells 1st: 2/4 | Tome Focus 6/8 | Rapier Focus 2/3 | AC 19 t15 f14 CMD 17 | F+4, R+5, W+4 (immune light-based blind and dazzle) | Init +6, Perc +9 | Elf Occultist 3 |
Sorry for delay, been on a trip and still not back yet
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
Would I be correct in thinking that we would have had time before coming back upstairs for anyone to heal and reapply things like heightened awareness?
Also given that we had been told about the priest being around, would there have been any opportunity to apply any other buffs once we realised that something may be going on upstairs? Or was there not enough time?
boon roll: 1d20 ⇒ 5
Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5 | Heroism
ß0Ø|\|: 1d20 ⇒ 9
"Calculations indicate no additional compensation."
Down the Blighted Path | #8-03 Captives tof Toil
There is one hour worth of time (approximately), so you can heal and apply buffs. In that time the dwarves condition improves from exhausted to fatigued.
Also if you want to adjust your position on the map, do it before rolling initiative.
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision
HP 21/21 | Spells 1st: 2/4 | Tome Focus 6/8 | Rapier Focus 2/3 | AC 19 t15 f14 CMD 17 | F+4, R+5, W+4 (immune light-based blind and dazzle) | Init +6, Perc +9 | Elf Occultist 3 |
Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision
Einar wrote: (If there is time he can also cast shield of faith on other front liners if that would be useful to anyone)
It would help Boom Sticks :)
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
Boom Sticks wrote: Einar wrote: (If there is time he can also cast shield of faith on other front liners if that would be useful to anyone)
It would help Boom Sticks :) In which case Boom Sticks also gets shield of faith.
Merfolk Kineticist (Void) -5- | Init +3 | HP=53/53 | AC=19 | CMD=15 |Fort=9, Ref=8, Will=1| Perception +4, Low-Light, Speed 15 / Swim 30
Last week was prety busy for me. Sorry for rare posting :((
Boon?: 1d20 ⇒ 9
Are there still boons for the First Edition?
Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5 | Heroism
There are. I don't think they will ever change which ones are available. though. I could make so many grippli from running at PBP cons...
HP 21/21 | Spells 1st: 2/4 | Tome Focus 6/8 | Rapier Focus 2/3 | AC 19 t15 f14 CMD 17 | F+4, R+5, W+4 (immune light-based blind and dazzle) | Init +6, Perc +9 | Elf Occultist 3 |
Day job:
Craft Carpentry: 1d20 + 12 ⇒ (20) + 12 = 32 = 75 gold
money!
Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7
Day job, midwife: 1d20 + 7 ⇒ (19) + 7 = 26
Mallycorn welcome new souls in this world
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision
Thanks for running GM!
I'd like to use my reroll on Boom Sticks' Day Job please:
day job, craft (alchemy), GM stars: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 meh :p
Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5 | Heroism
Orenjii's day job check of 23 is in the recruitment thread.
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
Thanks for running the game!
Einar has the Caravan vanity which lets him use diplomacy for his day job.
day job (diplomacy): 1d20 + 15 ⇒ (11) + 15 = 26 (50 gold)
Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5 | Heroism
Chronicle looks good, even if we didn't get all the dwarves. Thanks for a great game, especially Mustaparta for running!
Ding! 3 XP (plus a stashed AP chronicle) and I can start ushering mortals!
HP 21/21 | Spells 1st: 2/4 | Tome Focus 6/8 | Rapier Focus 2/3 | AC 19 t15 f14 CMD 17 | F+4, R+5, W+4 (immune light-based blind and dazzle) | Init +6, Perc +9 | Elf Occultist 3 |
| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF | Init -1 (+3 with HA) (role twice) | Perc +9 (deaf) | SM +4 | Speed 40' | Spells 1st 8/8, 2nd 6/6, 3rd 4/4 | Rage 16/16, Time Flicker 4/4 | Resistance: Fire/Cold 4 , Acid 5, Electric 6 | Active Conditions:
Fantastic, chronicle looks good to me. Thanks again!
Orenjii wrote: Ding! 3 XP (plus a stashed AP chronicle) and I can start ushering mortals! Congratulations!
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision
Orenjii wrote: even if we didn't get all the dwarves Didn't we? GM named all three when we beat the devils albeit one of them didn't talk.
Having run this scenario myself I can add that the 'crisis averted' boon is Grand Lodge so only Void Diver will have it.
Thanks again GM, Boomy's chronicle is good :)
Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5 | Heroism
That would explain it. Without mentioning GL on the chronicle, it just looks like something we failed to earn.
Merfolk Kineticist (Void) -5- | Init +3 | HP=53/53 | AC=19 | CMD=15 |Fort=9, Ref=8, Will=1| Perception +4, Low-Light, Speed 15 / Swim 30
Boom Sticks wrote: Orenjii wrote: even if we didn't get all the dwarves Didn't we? GM named all three when we beat the devils albeit one of them didn't talk.
Having run this scenario myself I can add that the 'crisis averted' boon is Grand Lodge so only Void Diver will have it.
Thanks again GM, Boomy's chronicle is good :) Yeah, strangly.
THanks for a good game, folks!
Down the Blighted Path | #8-03 Captives tof Toil
Boom Sticks wrote: Orenjii wrote: even if we didn't get all the dwarves Didn't we? GM named all three when we beat the devils albeit one of them didn't talk.
Having run this scenario myself I can add that the 'crisis averted' boon is Grand Lodge so only Void Diver will have it.
Thanks again GM, Boomy's chronicle is good :) Yes, you did find all three dwarves and Crisis averted is for Grand lodge only.
I will close this campaign soon.
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