GM Knightmare's Therapy Sessions [Strange Aeons]

Game Master TheChelaxian

A flavorful telling of the first edition adventure path "Strange Aeons".


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Understandable, I'll experiment a little early on and see what we like as a group.


LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11 | AC 17, T 15, FF 12, CMD 16 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +9 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, empty slot; Mutagen: +4 Dex, -2 Wis, +2 Natural AC

What I find easiest is that GM calls for a block of PCs to act then those PCs post and the action resolves in post order.

I've found that resolving in initiative order but the post don't happen in that order it makes more work for everyone to keep up with what's happening in what order and will lead to unnecessary confusion.

Within a block each PC could delay until after another PC so within a block it's possible for PCs to act in any order anyway. It's a convenience to assume they do that so things happen in post order so we don't have to put more thought into it then necessary.

If you have time to post but don't want to act until another PC acts then you declare a delay until they act to show that you're engaged with the action.


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 10/10 | AC 18, touch 14, flat-footed 15 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) | Sanity 49, Threshold 5, Edge 24| Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 5/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: Protective Ward 2 rounds, mage armor 1 hour

Yeah, that's something I've found as being more and more relevant at higher levels. Just resolving in post order makes it significantly easier to cooperate with other players.


Sylph Ashiftah Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft

Well, you know what's the best advice in this situation. "Save the last bullet for yourself."

And you only have one, Iosif.

Think about it.


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 10/10 | AC 18, touch 14, flat-footed 15 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) | Sanity 49, Threshold 5, Edge 24| Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 5/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: Protective Ward 2 rounds, mage armor 1 hour

GM, another suggestion I might have for future combats - roll everyone's initiative yourself. Unless we have some sort of boost conditional on our input heading in, I guess. Just helps keep things moving.


N Human | Gunslinger (Musket Master) 1 | HP 12/12 | AC 17, T 15, FF 12, CMD 16 | Fort +3 Ref +7 Will +3 | Init +7 | Per +7 SM +2 | Speed 30ft

Yeah, especially if it's not a surprise round.


LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11 | AC 17, T 15, FF 12, CMD 16 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +9 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, empty slot; Mutagen: +4 Dex, -2 Wis, +2 Natural AC

For games I run I just keep a document with all the initiatives with Paizo's markup so I can copy/paste it into posts.


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LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11 | AC 17, T 15, FF 12, CMD 16 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +9 | Per +9 SM +0 | Speed 30ft | Conditions:
Extracts and Mutagen:
Prepared: Shield, empty slot; Mutagen: +4 Dex, -2 Wis, +2 Natural AC

I've probably played this intro 10 times now (lots of attrition in PbP), so far this is right up there near the top of my experiences with it. Well done GM Nightmare


Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 10/10 | AC 18, touch 14, flat-footed 15 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) | Sanity 49, Threshold 5, Edge 24| Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 5/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: Protective Ward 2 rounds, mage armor 1 hour

While this is my first time through this AP, I'm very impressed as well.


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Thanks for the votes of confidence and the advice, guys. I'll take these under advisement and try and implement them so we don't get bogged down unnecessarily. Its too easy to lose momentum on PBP campaigns so any advice to keep it going is welcome.


N Human | Gunslinger (Musket Master) 1 | HP 12/12 | AC 17, T 15, FF 12, CMD 16 | Fort +3 Ref +7 Will +3 | Init +7 | Per +7 SM +2 | Speed 30ft

I agree that this start is marvelous. I haven't played through this AP yet either, but here's to hoping this AP will actually be finished eventually. Ten times, huh? Hope this one sticks.

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