FairyGM's Way of the Wicked

Game Master Therenger

Are you evil? Yes you are. From a humble prison cell you will rise thru the ranks of evil to conquer the whole island of Talingarde. Thru murder and mayhem you will throw off the shackles of Mitra and raise Asmodeus in its place.


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LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

Since Rufus has the higher perception, perhaps Rendylyn should be aiding him! "What's that, Rufus? Timmy is stuck in some ice?"

I don't see any angles we've missed, so let's kick it off!


Frosthamar Map

Anyone may lead off.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

Is the captain in the fore of the knarr, spotting, or in the aft, steering? Are the sailors rowing or sailing?

Grand Lodge

Male Human inquisitor 3 | AC 18 T 12 FF 16 | Saves +6 +3 +6 | CMD 19 | HP 33/33 | Perception +9 | Init +7 | Judgement 1/1 | Judgement surge 1/1 | Copycat 6/6 | conditions: none

Rufus is tied with me on Perception. I don't think our pup will know to warn about ice.


Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 6/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 3/4 | Mage Armor on Rufus for 2 hours

Rufus has 7 INT. And Treesa has no problem speaking clearly to him, giving him direction.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

I enjoy pushing that first stat bump on pets into INT, to give them a 3, and sentience. People will say "dude, a 3, he's a moron," and I'm like, "dude, that's a frigging genius of a horse/cat/wolf/etc."


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

Sorry I keep misspelling Rayse as Rayce!


Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 6/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 3/4 | Mage Armor on Rufus for 2 hours

Familiars start as "genius" level INT for animals, and increase as the caster levels up.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

So one round of trial and error suggests that the DCs of the tests are somewhere from DC 15 to DC 20. (Some DCs may be higher than others, of course).

Furthermore, it seems that failing at rolls hurts us more than succeeding at rolls helps us. GMT wrote, "You'll need to make a set number of successes, and the accumulation of failed rolls could be potentially catastrophic." If failing rolls can sink us, it makes sense to stack Aid Another to max out our success to failure ratio.

Also, it's too bad none of us has Mending ready. We should probably eliminate duplicated party cantrips like Daze and Light and Guidance so we have more bases covered.

Grand Lodge

Male Human inquisitor 3 | AC 18 T 12 FF 16 | Saves +6 +3 +6 | CMD 19 | HP 33/33 | Perception +9 | Init +7 | Judgement 1/1 | Judgement surge 1/1 | Copycat 6/6 | conditions: none

Further discussion for the next round (if we make it there):

It's great if everyone aids one player get a crazy high perception. But I also wonder if rolling some of the other skills would also be relevant. Like I have survival +7. Treesa has knowledge nature +9. So, if everyone aids Rufus with his perception, I roll survival and Treesa knowledge nature, maybe these successes stack for the purpose of keeping the ship floating.

Thoughts?


Frosthamar Map

In the list 2 weeks I've had significantly health problems. Not the sort of thing that would stop me from posting, but I'm starting to think this game is cursed for GMs. Not sure I want to continue.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

Whew, we're back! I didn't know about the store maintenance until it was upon us.

Since we don't actually know the rules, I'm willing to go along with whatever dice-rolling strategy people like. But assuming that if we get a certain number of failures we fail catastrophically, the safest approach is to roll with as high a bonus as we can get on every roll we make.

If the DC is 20, then Vormog rolling Survival, Treesa rolling K:N, and Posh rolling K:G each have less than a 50% chance of success. That would mean we would accumulate failures faster than successes. At that same DC, Rendylyn, Posh, Treesa, Rayse, and Rufus using Aid Another to boost Vormog's perception gives us about an 85% chance of success on each roll.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

I missed your post, GMT--by the timestamps, I must have been writing mine right when you sent yours.

I'm sorry to hear you're having a rough time! Your health comes first, so if you decide running the game is a hardship rather than a relief, I understand. I do hope you'll decide to continue, though, because I've been enjoying myself.

Would playing be preferable? We had discussed the possibility of rotating. Are we far from a point where it would make sense to switch GMs?

Grand Lodge

Male Human inquisitor 3 | AC 18 T 12 FF 16 | Saves +6 +3 +6 | CMD 19 | HP 33/33 | Perception +9 | Init +7 | Judgement 1/1 | Judgement surge 1/1 | Copycat 6/6 | conditions: none

@GMT: I feel you. I've noticed that more than a few encounters in this campaign are annoying you more than entertaining you. It is totally understandable if you want to step away from it.

I've been enjoying every step of the way, but it doesn't make sense if you're not. Do what's best for you. Unfortunately I don't have the bandwidth to take over right now, so I can't help you there.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

Your health is obviously more important than the game, especially if you're not enjoying it.


The map.

I had said that I could take over at the second book. Would you rather I take over sooner? I haven't read the first book so it would take me a few days to figure out where we are. Than you could play again. Might have to just 'hand wave' the changes to switch Treesa for Kid. ?? This isn't a good place for player changes!


Frosthamar Map

I'll finish the Frosthamar storyline. Go ahead and post in gp. Then I will reevaluate.


Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 6/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 3/4 | Mage Armor on Rufus for 2 hours

Just saying…. LOL!!!


Frosthamar Map

I probably should have given more credit to Vormog there, but Posh had such a nice RP post previously that I wanted to reward.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)
GM Therenger wrote:
I probably should have given more credit to Vormog there, but Posh had such a nice RP post previously that I wanted to reward.

Thanks!

Grand Lodge

Male Human inquisitor 3 | AC 18 T 12 FF 16 | Saves +6 +3 +6 | CMD 19 | HP 33/33 | Perception +9 | Init +7 | Judgement 1/1 | Judgement surge 1/1 | Copycat 6/6 | conditions: none

I agree! More rewards to better RP!


Frosthamar Map

"the PCs.. " sloppy work on my part.


Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 6/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 3/4 | Mage Armor on Rufus for 2 hours

"the PCs.." What other designation would be better? The group? team? Knot?

It was clear what was meant and it wasn't stated in character. "He gestures for the PCs" All good! If that is sloppy I don't know if I could take over!?! I'll be making lots of similar "sloppy" posts....


Human Tyrant Antipaladin 3 | HP 23 / 23 | AC 20 T11 FF19 | CMB +7 CMD 18 | F +8 R +6 W +6 | init +2 | Resource Tracker
Skills:
Bluff +11 Climb -1 Diplomacy +10 Disguise +10 Intimidate +13 Kn: Religion +7 Prof: Barrister +5 Perception +2
GM Therenger wrote:
In the list 2 weeks I've had significantly health problems. Not the sort of thing that would stop me from posting, but I'm starting to think this game is cursed for GMs. Not sure I want to continue.

Sorry to hear about that, hope you feel better soon!


The map.

GMT has messaged me asking if I would take over for the next part, the burning of Ballentyne. I will do so happily to keep the game running. However, he does not feel that this is a good place to bring his PC, Kid Vicious aka "The Falcon", back. Perhaps later if someone else decides to bow out. ??

I am concerned about keeping Treesa in. I don't want any conflict playing a character in a game that I am running. I wouldn't want to just have her hide behind Rayse or Vormog just putting Protective Luck on them. I did have plans for her, but could keep her "around" as an NPC to help the party. (Outside of the story-line) Maybe she could do some item crafting once she has the feats and levels? Increase the availability of simple items at crafting cost? Then if anyone wanted to take over at a later date I could bring her back to the group. ??

That does leave the party lacking an arcane caster. How important is that? I don't know since I've only read book 2 so far.

What are your thoughts? I'll need a couple of days (at least) to read the material so i think we have time to discuss/decide.


Frosthamar Map

Sorry gang, but I feel this is the best thing for me right now to bow out, at least for a time. I'll take you through the end of the Frosthamar story arc. The next act does have a town that can serve as a base of operations and makes sense for Treesa to be continuing to support the party from there.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

I'll support whatever your decisions are. I'm not particularly worried about lacking a full arcane caster at this level, but it is important to me that Treesa doesn't just ghost out like Dargon did. You might consider having her receive an assignment in the frozen north, perhaps with the horde. I'd be fine with GMT playing a new character until we reach a place where it makes sense to bring the Kid back in, assuming he'd still want to switch back.

This seems like a natural enough place to take on another party member or two, perhaps from Sakkarot's knot or horde: A goblin or bugbear could pass for human or demihuman using Dargon's circlet. Alternatively, we could find an Asmodean loyalist among the people of Aldencross. If GMT doesn't feel up to playing such a character, perhaps we could reach out to other folks on the boards, such as the folks who didn't make it in. It's always better to have a full complement of players.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

I say just play her as a full on DM PC.


The map.

I do my best to not play player knowledge on the games where I have played before. (No issue with this one!) It's not always easy. I don't want to play a character in a game where I am the GM. I had planned to pull her to a supporting NPC role when I took over for book 2. I'll be fine with that now. She can take a position in town and provide some non-player assistance, crafting and maybe listening to rumors and such. I did a quick speed-read through it. There are listed rumors and such. Some are fun. Some are useful.

Personally I think the party might need a rogue more than an arcane caster. From what I see, +7 stealth is the best in the party? There's some good perception, but does anyone have disable device capable of magic traps? Or really hard locks? Not that I saw any in the quick scan of the chapter....


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

Everyone keeps bemoaning the lack of an “arcane caster.” Am I chopped liver? I’ve got the +7 Stealth! I could take a level of Rogue at 3rd, and Arcane Trickster at 6th, but that will kill my “Bardness” in many ways,


Human Tyrant Antipaladin 3 | HP 23 / 23 | AC 20 T11 FF19 | CMB +7 CMD 18 | F +8 R +6 W +6 | init +2 | Resource Tracker
Skills:
Bluff +11 Climb -1 Diplomacy +10 Disguise +10 Intimidate +13 Kn: Religion +7 Prof: Barrister +5 Perception +2

Some of the most memorable games I've had where those with unorthodox parties. It does place more emphasis on the GM since some encounters will need changes, especially at mid to high level. TBH from what I've read online this AP does need a bunch of GM edits anyway.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

Posh isn't a full arcane caster, and that's fine at level 2. At levels 10+ there's a big difference in what a party can accomplish if they can, say, teleport. But we can cross that bridge when and if we get there.


The map.

OK then. And I didn't mean to insult Posh. Treesa's spell list was limited too, but not as much as a bard's. There are workarounds. Scrolls with UMD. Items that allow a spell cast once per day. Boots of Teleportation?


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

If it's important to the story that the PCs not know anything about Sakkarot's plans and don't have any way to communicate with or signal to him, then I won't press the matter, but if that isn't true, I'd like Rendylyn to have the chance to get answers to her questions before Sakkarot walks into the night. Opening the front gate of the castle would be meaningless if we did it without the horde there.


Frosthamar Map

I did miss something. Good thing you know the AP better than I do.

Grand Lodge

Male Human inquisitor 3 | AC 18 T 12 FF 16 | Saves +6 +3 +6 | CMD 19 | HP 33/33 | Perception +9 | Init +7 | Judgement 1/1 | Judgement surge 1/1 | Copycat 6/6 | conditions: none

Thanks Treesa for taking on the mantle.

If necessary, I would have absolutely no problem in exchanging Vormog for a Wizard/Rogue Arcane Trickster. Wizard happens to be my favorite class.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

If that's the goal, and we wanted to maintain the same "characters" I could do the AT route with Posh redone as a Rogue/Wizard, ain't no reason he has to be a Bard.

Grand Lodge

Male Human inquisitor 3 | AC 18 T 12 FF 16 | Saves +6 +3 +6 | CMD 19 | HP 33/33 | Perception +9 | Init +7 | Judgement 1/1 | Judgement surge 1/1 | Copycat 6/6 | conditions: none

It's really up to you and GM Treesa.

Also, thanks a lot GMT for the work put in so far. Many claps for you.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

Indeed, much claps!


The map.

I agree, thanks GMT for running things so far and getting us here.

As to a rogue or arcane caster. I don't want to swap people right now unless you are unhappy with your character. How about we start the town/castle next chapter. If we see any needs we can decide on how to resolve it then.

Posh's Diplomacy is good. Rendylyn's Sense motive likewise. If you decide that a rogue is 'needed' for something, maybe one could be found in the town that could be hired? Not everybody in town is good....


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none
GM Therenger wrote:
Good thing you know the AP better than I do.

LOL, I would hope not!

I enjoyed your tenure as GM, and learned from it--in particular, about the strength and limitations of AI as a gamemastering tool. It served well in generating interesting, detailed descriptions, giving your under-mansion adventure a strong atmosphere. It sometimes threw in hallucinations, like that reference to Thay, and had trouble keeping details straight, like how the weather in the Triton fight started foggy and switched to clear skies. Seems like maybe it couldn't recognize what was important in a Sakkarot section, too? Still, very interesting.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none
GM Wicked Treesa wrote:
If you decide that a rogue is 'needed' for something, maybe one could be found in the town that could be hired? Not everybody in town is good....

Rendylyn intends to use Detect the Faithful covertly in the next town. Perhaps we could open submissions for locals who would ping as Asmodeans? Alternatively, we could have picked up stowaways from the horde.

As for what we need covered, I made a quick survey of our character sheets (minus Treesa) to see what skills the party has well covered, which we don’t, and what skills we have low bonuses in. Some of these, like Fly, are unlikely to be important anytime soon. Others will almost certainly be important, like Disable Device.

When we finally level up, after leveling up any skills we each alone possess, we can consider covering our weak points using any free skill points we happen to have. However, I think we'd be better off recruiting one or more PCs to cover them--covering all our skill bases seems more important to me at this level than class balance.

Skills No One Has Ranks In
Acrobatics
Disable Device
Escape Artist
Fly
Knowledge:Engineering
Ride
Swim
Use Magic Device

Skills No One Has Better Than +5 In
Climb
Handle Animal
Knowledge: Planes
Slight of Hand

Skills Only One Person Has Better Than +5 In  
Appraise  
Knowledge:Geography
Knowledge: Local
Knowledge: Nobility
Linguistics
Stealth
Survival


Frosthamar Map

You really have no idea how much I put into this game, Rendylyn. Best wishes, GMWT.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

It's been enjoyable, to be sure.

I use AI as both a GM and Player tool. You do have to ride herd on it, a LOT. And once it determines some feature is interesting about a PC, it cannot help but speak to it EVERY post you ask it for.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

I should have simply expressed my gratitude for your hard work, GMT, and asked if you wanted honest feedback. My apologies. Thanks again!


Frosthamar Map

AI is indispensable for those times when you're not feeling it but want to keep everything moving, and when you feel like you owe the players more depth to a conversation. It does not solve problems well and developing a scene like the Map room takes hours and hours of world-building, mostly my ideas but with AI helping to smooth out the narrative around the mechanics. I invested at least 12 hours on that room alone, going through countless drafts. Even after that the product wasn't perfect. I felt it was a little too easy to guess but for something like that there's a tipping point where if you go just that last bit more obscure it becomes impossible. There's also the balance of encouraging teamwork and rp against the use of dicebot to arrive at a solution, which is where the ice flow failed.

AI helps but the onus is still on the GM and this AP frankly has a lot of holes in it, both in the content and presentation, as most of you know. I took this on because I felt like this group got cheated by bad luck. The thing I've learned, this being my first time GM'ing Pathfinder, is to allow your GM some grace.

Thanks for allowing me the opportunity to run with this. The AP really starts to ramp up now - the exposition is over at this point. I'm sure you'll have fun.


The map.

That was good research on the skills Rendylyn. As a suggestion, in one game I played a while back a sheet was created cross referencing everyone against the skills. That way each person could update their skills on level up so everyone would know the strengths and weaknesses for the entire party. It also really helped when deciding on using individual rolls versus aid others.

I really liked that spell too. Wish it was available to arcane casters.... Some arcane casters worship a deity!


Human Tyrant Antipaladin 3 | HP 23 / 23 | AC 20 T11 FF19 | CMB +7 CMD 18 | F +8 R +6 W +6 | init +2 | Resource Tracker
Skills:
Bluff +11 Climb -1 Diplomacy +10 Disguise +10 Intimidate +13 Kn: Religion +7 Prof: Barrister +5 Perception +2

Been distracted sorry!

Re boon of the tyrant's flame, what kind of action is that?


Frosthamar Map
Rayse wrote:

Been distracted sorry!

Re boon of the tyrant's flame, what kind of action is that?

Sorry, that's a swift action.


Human Tyrant Antipaladin 3 | HP 23 / 23 | AC 20 T11 FF19 | CMB +7 CMD 18 | F +8 R +6 W +6 | init +2 | Resource Tracker
Skills:
Bluff +11 Climb -1 Diplomacy +10 Disguise +10 Intimidate +13 Kn: Religion +7 Prof: Barrister +5 Perception +2

Meh dicebot >< Still DC 18 might be enough to intimidate him. Note Rayse is doing this for RP reasons.

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