Caverns of Azlantia

Game Master Dread

Hidden away in the jungles of the Mwangi Expanse, the crumbling ruins of the ancient Azlanti people, known as Azlantia, has remained unknown....until now. An Explorer dying from a strange disease has surfaced in Bloodcove. His fevered ramblings of treasure, Beast-Men serving a Minotaur King, Lizard-Folk in direct rebellion to the King, a Death Cult trying to find secrets long buried, rumors of an ancient evil waiting release and more perk the attention of those who are intrepid enough to face these dangers to find the secrets of the Caverns of Azlantia.

Are you brave enough?

Experience: Current- 5,000 Next Level- 9,000

Roll20 link


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Welcome to The Tavern. Where all things can be discussed. Pull up a chair, grab a libations and hold onto your hats. We are in for a wild ride.

First thing to address is equipping.

Each character has a 3000 GP cap (unless you took a trait that gave you more money....then I'll discuss what's available for your character.

The very first thing to let you know...THERE ARE NO STORES ONCE WE START THE GAME.

So it's what you find or barter for.

So let's break out what you can buy. I don't want 6 chatacters with a +1 cloak of resistance ...etc. so I'm putting guidelines.

Each player may spend 150 gold on mundane items to include your 'kit' if you so choose. None of this can be used for anything else except normal non mw items.

Each chatacter gets 300 gold with of potions or scrolls.

Each character gets 200 gold for alchemical items

Each player can purchase 1 Masterwork weapon and if they wish they may choose to add the cost of alternate materials like dark wood or mithetal to your item

Each person may purchase 1 mw piece of armor and once again can add the cost of an alternate
Material to it.

Each player can only purchase 1 item 1,000 + gp.

Further guidelines here...

1 character can have a magic weapon
1 chatacter can have magical armor
1 chatacter can have a magical ring or bracers
1 chatacter can have a magic wand
1 chatacter can have a magical piece of clothing
And finally 1 chatacter can have a magical piece of jewelry (necklace etc)

Each chatacter may purchase up to 400 gold in mw tools or things like a healing kit.

Once you've done this. Ypu may use the balance to purchase any other items of a magical nature even if it's not listed...I mean minor magic

Pick a cantrip...and an item and we will come up with a price...example

Boots of always dry. (Prestidigitation) cost 100 gold.
Gloves of handling (guidance 2xday gives +1 on skill check using hands) cost 100 gold.

I know this is a bit complex for outfitting, but it would emulate getting to 3rd level in a campaign of AD&D and starting the dungeon.


Jeez theres a lot of typos there. Note: I typed it up on my phone

My suggestion.

A. Decide who gets what major item and work backwards from there.

Example...player gets the magic weapon

Decides on +1 longsword...2315.
Plus 150 for mundane. 2465
Spends 150 for armor 2615
Decides 100 for potions 2750
Decides 100 for alchemical 1850
Spends 100 on a xxxx kit 2950
Has 50 gold left....what will he use it for...

Example.


Once equipping is accomplished then I'll need easy character to roll a d20 flat roll. Highest gets first choice of their motivation then choose in Descending order highest to lowest. Ties roll again.

The motivation will get you a surprise when you get to a certain room in the Dungeon. Your character will get 1 mythic tier. It'll be a fun perk.

The rooms are sprinkled throughout the Dungeons huge complex.

Then after that we will do some rumor rolls and kick it off


Welcome all

1. Iron Perenti: Gideon Stormborn (Half-Elf Fighter 2 Brawler 1)
2. Mr. Nevets: Rhaeodlaf (Dwarf Conjuror 3)
3. Veniir: Urkar Rockburst (Oread Cleric of The Green 3)
4. Fangdragon: ?? (Human Investigator 3)
5. Albion, The Eye: Tessai (Tiefling Paladin 2 Oracle 1)
6. pad300: Arronus Triari (Half-Elf Occultist 3)

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

Hello, hello, and thank you for the opportunity to play.

I would like the magical clothing to get a handy haversack.

Magic item (armor/clothing) 2000gp
MW cold iron fauchard 328gp
agile breastplate 400gp
Healer's kit (one from trait, one purchased) 50gp
Mundane gear (Pathfinder kit 12, Donkey 8gp, Saddle 10gp, 50’ silk rope 10gp, Horseshoe magnet .5gp, Miner’s pick 3gp, Cooking kit 3gp, Mess kit .2gp, Pitons x5 , Hammer .5gp, Shovel common .02gp) 48gp
Wand donation: 125
remaining 50gp give or take a gp or two

@GM: could we combine some funds to purchase a wand of cure light wounds for the cleric? Not sure everyone would want to but thought I'd ask.
@players: if we are allowed and you are interested I can put about 125 toward the wand.

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

Scratch that about the handy haversack. I'll request the magical armor and stick with the donkey. In that case I can put 250 toward a wand if we are allowed.


1. Thanks for the invite.
2. Very cool idea for how we set up, equipment-wise.
3. Before seeing this, I was going to go for a Wand of Magic Missles, and I still will IF we don't all agree that the group should get a Wand of Cure Light Wounds instead.
4. If not the wand, I would like to pick up the Handy Haversack that Gideon set down. :D
5. Will get to work on the rest of Rhaeodlaf's equipment.

(additional : it's pronounced {Ray-Odd-Laugh) ...not that that's important. lol)


Posting from my phone - happy to be on board for this one. Thank you for the invite GMMichael!

Since Tessai is mostly a frontliner, and hopefully the first wave in a confrontation,I am lobbying for her to get the magical armor - hope that is ok ;)


first, if theres multile folks for 1 of the better magic items, you can have a roll off. high dice chooses.

as you finish your equipment, Id like everyone to complete a combat summary.

Youll find my games combat goes a little different and probably a little smoother.

this is a characters combat summary. Its helps me move through combat quickly as I dont have to look the character up or ask questions that frequently come up.

Name AC:?? (T:??/FF:??) CMD:?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??


GMMichael wrote:
first, if theres multile folks for 1 of the better magic items, you can have a roll off. high dice chooses.

Hopefully rolling should not be needed :)

Tessai is a tank/frontliner. It is what she does. So AC is kind of her ‘thing’ :P
I will let the others speak up though, of course.


Hello thank you for the invite! I think I'm going to name my Archeologist (Grave Digger Investigator) Dr Ocellus.

If allowed I'd like to equip him with a traveler's any tool which down the line is really nice with shikigami manipulation which I've penciled in for his lvl 5 feat. Not sure how to square this with the 1 magic item rule, I'm not wedded to shikigami style btw, there's quite a few ways I could build him.

BTW is anyone taking Craft Alchemy? Got loads of skill points so I could.

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

I'm not married to it, you can have the armor.

Will readjust my spending and expand.


Hey, wasn't expecting to get picked with a last minute submission, but here we are. I will try to get a profile up soon.

WRT to items, not sure that I fully grasp the method, but I will try to work things out.

Arronus, although being a melee character will step out of the magic weapon race, as he has the ability to enhance his weapon through his character class...

Also, I will be happy to chip in towards a healing wand.


Gideon Stormborn wrote:

I'm not married to it, you can have the armor.

Will readjust my spending and expand.

Thx Gideon!


FangDragon wrote:

Hello thank you for the invite! I think I'm going to name my Archeologist (Grave Digger Investigator) Dr Ocellus.

If allowed I'd like to equip him with a traveler's any tool which down the line is really nice with shikigami manipulation which I've penciled in for his lvl 5 feat. Not sure how to square this with the 1 magic item rule, I'm not wedded to shikigami style btw, there's quite a few ways I could build him.

BTW is anyone taking Craft Alchemy? Got loads of skill points so I could.

actually towards the bottom, I said you can use excess gold to by inexpensive magic items,. rereading it I realize I probably wasnt clear enough.

the one magic item has to be 1000 gp or above. just make sure you have 250 gp after your equipping and buy the anytool.


pad300 wrote:

Hey, wasn't expecting to get picked with a last minute submission, but here we are. I will try to get a profile up soon.

WRT to items, not sure that I fully grasp the method, but I will try to work things out.

Arronus, although being a melee character will step out of the magic weapon race, as he has the ability to enhance his weapon through his character class...

Also, I will be happy to chip in towards a healing wand.

ok.

Ill try to rexplain

total Gold for outfitting

3000 GP
this money has to be spent in categories, instead of just buying 3000 in gear, to try and mimic actually adventuring and gaining the gear.

1. No More Than 150 gp in mundane gear (like youd buy at 1st level)
2. No More than 300 gp in potions or scrolls
3. No more than 200 gp in Alchemical items
4. Spend as much on weapons as you want, but only 1 can be Masterwork and only 1 can be from alternate materials. those can be combined. within the limits of your gold though.
5. Spend as much as you want on armor/shield. Only 1 can be MW and only 1 of alternate material. within the limits of your allotted Gold.
6. 1 major magic item. (1,000 gp or over. However---)
Further guidelines here...

1 character can have a magic weapon
1 character can have magical armor
1 character can have a magical ring or bracers
1 character can have a magic wand
1 character can have a magical piece of clothing
1 character can have a magical piece of jewelry (necklace etc)

7. Spend up to 400 GP on any MW tools, healing kits, Chirgeons kit etc.
8. spend balance on minor magic item. Anything under 750 in price. (or we can make one up if its not on the table by picking a cantrip and telling me what you want the item to do)

Caveat: You do not have to purchase every category. Just if you do, theres a limit on what you can spend..

Does this help?


@GMMichael: if one has already spent over 1k in the armor (my case for an armor +1), does that mean you can still get another 1000gp item, as per point 6? And another 750gp item as per point 8, and can these be spent on a wand? As long as you have the gold for it of course.


Build question:

pfsrd wrote:
A gravedigger is proficient with simple weapons and scythes, and can fight with gravediggers’ tools such as a shovel or lantern as if she had the Catch Off-Guard feat.

Does this mean gravediggers qualify for shikigami style or is the feat still required?


No. The one strong magic item would be taken up with the +1 Armor at 1150 plus cost of the armor. ie +1 scale mail would be 1,200 cost for that 1 magic item.

the only other magic item you could have is anything under 750 gp cost. just please dont let me see 6 people with anytools. ;) the idea is to make things varied, as they would be in a campaign. Thats why I put caps on things like I did, to encourage folks to think differently.


GMMichael wrote:

No. The one strong magic item would be taken up with the +1 Armor at 1150 plus cost of the armor. ie +1 scale mail would be 1,200 cost for that 1 magic item.

the only other magic item you could have is anything under 750 gp cost. just please dont let me see 6 people with anytools. ;) the idea is to make things varied, as they would be in a campaign. Thats why I put caps on things like I did, to encourage folks to think differently.

Yeah, I am not interested in another 1000+ item (apart from the armor), but I would be interested in a wand worth 750 gold (with the Shield spell actually) - armor and wand would be my two magic items :D

So if I wanted this wand, I would have to give up the armor, is that correct?


FangDragon wrote:

Build question:

pfsrd wrote:
A gravedigger is proficient with simple weapons and scythes, and can fight with gravediggers’ tools such as a shovel or lantern as if she had the Catch Off-Guard feat.
Does this mean gravediggers qualify for shikigami style or is the feat still required?

gravedigger= A gravedigger is proficient with simple weapons and scythes, and can fight with gravediggers’ tools such as a shovel or lantern as if she had the Catch Off-Guard feat.

Shikigami style= Prerequisite(s): Catch Off-Guard or Throw Anything.

Benefit(s): While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size.

The feat would still be required to use the upgraded size category for the weapon.

it would make Catch Off Guard unnecessary as long as you ONLY used gravedigger tools, but youd still need Throw Anything to use the tools as a missile weapon.


Thanks!


Tessai wrote:
GMMichael wrote:

No. The one strong magic item would be taken up with the +1 Armor at 1150 plus cost of the armor. ie +1 scale mail would be 1,200 cost for that 1 magic item.

the only other magic item you could have is anything under 750 gp cost. just please dont let me see 6 people with anytools. ;) the idea is to make things varied, as they would be in a campaign. Thats why I put caps on things like I did, to encourage folks to think differently.

Yeah, I am not interested in another 1000+ item (apart from the armor), but I would be interested in a wand worth 750 gold (with the Shield spell actually), so armor and wand would be my two magic items :D

So if I wanted this wand, I would have to give up the armor, is that correct?

no its in the 750 and under category, as long as you understand its at 1st caster level ;) for duration.


GMMichael wrote:
Tessai wrote:
GMMichael wrote:

No. The one strong magic item would be taken up with the +1 Armor at 1150 plus cost of the armor. ie +1 scale mail would be 1,200 cost for that 1 magic item.

the only other magic item you could have is anything under 750 gp cost. just please dont let me see 6 people with anytools. ;) the idea is to make things varied, as they would be in a campaign. Thats why I put caps on things like I did, to encourage folks to think differently.

Yeah, I am not interested in another 1000+ item (apart from the armor), but I would be interested in a wand worth 750 gold (with the Shield spell actually), so armor and wand would be my two magic items :D

So if I wanted this wand, I would have to give up the armor, is that correct?

no its in the 750 and under category, as long as you understand its at 1st caster level ;) for duration.

Solid! Thanks ;)


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

WRT to which PC has what item, Tessa has the magic armor, and Rhaedolaf has the magical clothing (handy haversack).

I am out for the magic weapon (I don't have enough left to buy a 2000 gp + item, and I have the ability to temporarily enchant my weapon as a class ability).

Anybody else want to pick a category for themselves (I am pretty agnostic about what I end up with...)


1 character can have a magic weapon
1 character can have magical armor---Tessai
1 character can have a magical ring or bracers
1 character can have a magic wand
1 character can have a magical piece of clothing---Rhaeodlaf
1 character can have a magical piece of jewelry (necklace etc)


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

This is what I have so far for gear purchases

1. No More Than 150 gp in mundane gear (like youd buy at 1st level)

hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), Wandermeal 12 days (12 cp), Halfling Trail Rations 2 days (4 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), 2 Canteens (4 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp), pen(1 sp), ink (8 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), Automatic Writing Planchette (25 gp), Pomander (12 gp)
127.23 gp

2. No More than 300 gp in potions or scrolls

3. No more than 200 gp in Alchemical items
Alchemist Fire (20 gp), Alkali Flask X2 (2*15 gp) Holy Weapon Balm (30 gp), Smog Smoke Pellet (40 gp), Cytillesh Stun Vial (75 gp)
195 gp

4. Spend as much on weapons as you want, but only 1 can be Masterwork and only 1 can be from alternate materials. those can be combined. within the limits of your gold though.

Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 40 bullets (2 gp),
28 gp

5. Spend as much as you want on armor/shield. Only 1 can be MW and only 1 of alternate material. within the limits of your allotted Gold.

MW Agile Breastplate, Darkwood Heavy Shield
807 gp

6. 1 major magic item. (1,000 gp or over. However---)
Further guidelines here...
1 character can have a magic weapon
1 character can have magical armor
1 character can have a magical ring or bracers
1 character can have a magic wand
1 character can have a magical piece of clothing
1 character can have a magical piece of jewelry (necklace etc)
7. Spend up to 400 GP on any MW tools, healing kits, Chirgeons kit etc.
MW Thieves Tools
100 gp

8. spend balance on minor magic item. Anything under 750 in price. (or we can make one up if its not on the table by picking a cantrip and telling me what you want the item to do)

125 gp team wand of CLW
80 gp Caltrop Bead (Iron) X2

205 gp

Total spent so far: 1462.23/3000 gp

@GMMichael, is my armor selection acceptable? (As Darkwood included MW automatically; thus I kind of have 2 MW armor pieces).

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

Being limited to what we find is a fun limitation but it makes me think. My weapon of choice is not overly common. What are your retraining rules? Or, do we have anyone who can craft magic weapons?

Will work on my gear tomorrow.


Male Human 1st Rogue FO: 0 RE: +6, WI: +1. Init: +4. AC14 HP: 10/10 Per: +5
Arronus Triari wrote:

This is what I have so far for gear purchases

1. No More Than 150 gp in mundane gear (like youd buy at 1st level)

hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), Wandermeal 12 days (12 cp), Halfling Trail Rations 2 days (4 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), 2 Canteens (4 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp), pen(1 sp), ink (8 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), Automatic Writing Planchette (25 gp), Pomander (12 gp)
127.23 gp

2. No More than 300 gp in potions or scrolls

3. No more than 200 gp in Alchemical items
Alchemist Fire (20 gp), Alkali Flask X2 (2*15 gp) Holy Weapon Balm (30 gp), Smog Smoke Pellet (40 gp), Cytillesh Stun Vial (75 gp)
195 gp

4. Spend as much on weapons as you want, but only 1 can be Masterwork and only 1 can be from alternate materials. those can be combined. within the limits of your gold though.

Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 40 bullets (2 gp),
28 gp

5. Spend as much as you want on armor/shield. Only 1 can be MW and only 1 of alternate material. within the limits of your allotted Gold.

MW Agile Breastplate, Darkwood Heavy Shield
807 gp

6. 1 major magic item. (1,000 gp or over. However---)
Further guidelines here...
1 character can have a magic weapon
1 character can have magical armor
1 character can have a magical ring or bracers
1 character can have a magic wand
1 character can have a magical piece of clothing
1 character can have a magical piece of jewelry (necklace etc)
7. Spend up to 400 GP on any MW tools, healing kits, Chirgeons kit etc.
MW Thieves Tools
100 gp

8. spend balance on minor magic item. Anything under 750 in price. (or we can make one up if its not on the table by picking a cantrip and telling me what you want the item to do)

125 gp team wand of CLW
80 gp Caltrop...

Its as I intended. Though you could combine the material and the mw armor, which I forgot to mention, but yes. Its a way of having two mw armor or weapons by splitting it up


Gideon Stormborn wrote:

Being limited to what we find is a fun limitation but it makes me think. My weapon of choice is not overly common. What are your retraining rules? Or, do we have anyone who can craft magic weapons?

Will work on my gear tomorrow.

I will be making sure weapons people use are found in locations with treasure, no worries there

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +6 | CMD 15 | HP 24/24 | Perception +10 Channel Energy 4/4 | Acid Dart 7/7 | Wooden Fist 7/7 | conditions: none

Hi, thanks for the invite!

My profile is mostly done, I just need another trait. Then I need to pick out equipment.

I am returning from a week off, so there's a lot going on at my job today, I may not be able to complete it today.


I think... I am mostly done? :P

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

Redo of equipment.
If all are good i’ll take the weapon and pare down some other stuff.

Magic item (weapon) fauchard 2314gp
cold iron warhammer 24gp
agile breastplate 400gp
Healer's kit (one from trait, one purchased) 50gp
Mundane gear (Pathfinder kit 12, Donkey 8gp, Saddle 10gp, 50’ silk rope 10gp, Horseshoe magnet .5gp, Miner’s pick 3gp, Cooking kit 3gp, Mess kit .2gp, Pitons x5 , Hammer .5gp, Shovel common .02gp) 48gp
Wand donation: 100
remaining 24gp give or take a gp or two


Sounds good


Human LN Investigator (Gravedigger) 3 | HP 22 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +7 Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

I've made a profile for Dr Ocellus, I'll add a background and description soon. Only spent 417g so far, so I should probably find some stuff to buy.

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

Name AC:?? (T:??/FF:??) CMD:?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

@GM: I have all these pieces but I have it on a single line. I have also added all of my skills in a spoiler just below. Is that ok or do you want the information on separate lines?


I know. But when I do a combat summary, that means I have to find your characters last post .

That's why I do a combat summary, that will be included with every round of combat. You'll see, my combats go by relatively fast.since I have to post for several villains at once, the less jumping around I do the quicker. There are several people in this game that have played with me, who can attest to this. So please fill it out. You'll see.


Human LN Investigator (Gravedigger) 3 | HP 22 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +7 Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

If I understood correctly this is what you're looking for, although I'm not sure what would qualify for Specials & Defences:

Dr Ocellus AC:16 (T:12/FF:14) CMD:+5 SAVES: FO:+3 RE:+5 WL:+3
level 3 Inquisitor Gravedigger Male Human
init: +2 perception:+6 Senses: N/A
Specials:?? Defenses:??


1st thing is all that is there refers to combat.

So specials would be for your character things like Catch off guard, inspiration, or kill the dead
Though maybe done.like this

Special: unarmed FF vs improvised wpn, 3/3 day +1d6 dam,

And since studied strike doesn't kick in til 4th level, leave it off

But when it dies kick in. +2d6 vs undead 0 bonus others. SS.

The reason you put it there is in case I don't tell you what type of creature the enemy is, so I can just apply it. Etc

Defenses are Resistances, DR, save bonus'


To make things easier to understand. Put anything in there that would make it so we don't have to retcon a round of combat for.

Like you post a conditional AoO. "I will use these rolls for an attack of opportunity for the first enemy to cross between me in the exit.

18 to hit 7 damage.

When I'm doing the enemies actions a ghoul moves past the Dr.i know to roll 2d6 extra to add to it.

Or doc occ (hehe) gets a bonus for certain saves.

If a certain effect hits him I'll know he gets the bonus


Human LN Investigator (Gravedigger) 3 | HP 22 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +7 Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

OK so updated:

Dr Ocellus AC:16 (T:12/FF:14) CMD:+5 SAVES: FO:+3 RE:+5 WL:+3
level 3 Inquisitor Gravedigger Male Human
init: +2 perception:+6 Senses: N/A
Specials: Catch Off-Guard, Inspiration, Kill the Dead, Shikigami Style Chain; Defenses: N/A

Re spells, how do you want to track things like enlarge person?


Tessai AC:21 (T:13/FF:18) CMD:18 SAVES: FO:+8 RE:+3 WL:+7; +2 vs. death
Paladin2/Oracle1 (Oath of Vengeance/Fiends) Female Tiefling [qualifier]
init:+0 perception:+1 Senses: darkvision 60 ft.
Specials: Lay on Hands, Prehensile Tail, Snite Evil Defenses: Fire Resistance 5


DrOcellus wrote:

OK so updated:

Dr Ocellus AC:16 (T:12/FF:14) CMD:+5 SAVES: FO:+3 RE:+5 WL:+3
level 3 Inquisitor Gravedigger Male Human
init: +2 perception:+6 Senses: N/A
Specials: Catch Off-Guard, Inspiration, Kill the Dead, Shikigami Style Chain; Defenses: N/A

Re spells, how do you want to track things like enlarge person?

Ill adjust the combat summary and have a tracker.

Basically My combat round tracker looks like this

Rd 1

Combat Summary:

Initiative
18. Character 1
17. Character 2
16. Monster group 1
13. Character 3
11. Character 4
9. Big Bad by name
7. Character 5
5. Character 6
3. Monster Group 2

[u]Conditionals[/u]
Bless 6/6

[u]Summary[/u]
Name AC:?? (T:??/FF:??) CMD:?? HP:??/?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

Name AC:?? (T:??/FF:??) CMD:?? HP:??/?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

Name AC:?? (T:??/FF:??) CMD:?? HP:??/?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

Name AC:?? (T:??/FF:??) CMD:?? HP: ??/?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

Name AC:?? (T:??/FF:??) CMD:?? HP:??/?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

Name AC:?? (T:??/FF:??) CMD:?? HP:??/?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

vs

Big Bad AC:?? (T:??/FF:??) CMD:?? HP:??/?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

Monster Group 1 AC:?? (T:??/FF:??) CMD:?? HP:??/??,??/??,??/??
SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

Monster Group 2 AC:?? (T:??/FF:??) CMD:?? HP:??/??,??/??,??/??
SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

You get to see what youre facing..

Downside- some of the mystery goes out of the fight.
Upside- speeds combat up greatly.

Point 1 DM rolls characters saving throws
Point 2 Spellcaster rolls bad guys saves.

so
A. Everyone fighting knows if they hit. and if they killed the enemy.
B. Everyone knows if the creature failed the save and the effects.

How it plays. Everyone posts, no waiting. Once Everyone posts. I do combat summary and post for bad guys..

It looks like this in posting order

Character 1. I move toward Big Bad and attack roll (Hit and do x damage.

Character 6. I cast spell A at big bad . he saves and still takes X damage.

Character 4. I attack # of Monster group 1 and hit and kill it.

Character 2. I cast spell B entangling Monster group 2. # and # fail save. # succeeds and can move half.

Character 5. I attacked and missed Monster # and missed

Character 3. I charge Monster # of group 1 and hit doing x damage.
---------------------------------------------------------------------

My summary would look like.

Changed to Initiative Order
Rd 1

Character 1 charges Big Bad and hits slashing him

Character 2 Casts entangle on Group 2, #, # held and # can move.

Monster # of Group 1 fires a bow at Character 3. Hitting doing X damage
Monster # of group 1 Fires a bow at Character 3 Hitting and doing x damage.
Monster # of group 1 fires a bow at Character 3 Hitting and knocking the character unconscious.

Character 3 falls and next round will need to make a stabilization roll of x

*DM Note-((character 3 can save his rolls and use them next time he can or roll anew))

Character 4 attacks Monster # of group 1 killing it.

Big Bad attacks character 1 hits doing X damage.

Character 5 attacks monster # and hits because during the monster movement he got into a flanking position for character 5 so DM rolls damage and applies it.

Character 6 casts spell at Big Bad and does x damage.

Monster group 2 2 are held, 1 moves half movement and get adjacent to Character 2.

At times contradictions will come up I will always default to the players favor and try to adjust to intent.

For Instance, a monster targeted dies before the players initiative. Ill change the target to next most viable opponent.

or

The monster targeted by a spell is no longer a viable target, do to it or someone elses action. Ill see if the spell can still be cast on an alternate that makes sense. (like if the only viable is down to 1 HP, maybe change the spell to a cantrip).

Is it perfect? No. However its far better than having 1 round of combat last 5 days. I like 1 Rd to last no more than 2 days, and try to make 1R 1day.

I hope this helps to understand why the summary is a blessing for all.


If you want to see how it runs, my first combat in my Carrion crown game is occurring right now.

Fight with Giant Centipedes

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

I misunderstood, I thought you wanted that combat stuff in our header.

Gideon AC 18 (T: 12/FF: 16) CMD: 18 SAVES: FO 7 RE 4 WL 2
Fighter 2 / Brawler 1 Male Half-elf
Init: +2 Perception: +12 Senses: Lowlight vision, Darkvision 60'
Special: None
Defenses: unarmed strike 1d6 so he threatens inside his reach weapon


How is it going all?

Major Magic items:
1 character can have a magic weapon- Gideon
1 character can have magical armor- Tessai
1 character can have a magical ring or bracers ?
1 character can have a magic wand ?
1 character can have a magical piece of clothing- Rhaeodlaf
1 character can have a magical piece of jewelry (necklace etc) ?

I have Combat Summaries from

1. Iron Perenti: Gideon Stormborn (Half-Elf Fighter 2 Brawler 1)
2. Mr. Nevets: Rhaeodlaf (Dwarf Conjuror 3)
3. Veniir: Urkar Rockburst (Oread Cleric of The Green 3)
4. Fangdragon: Dr. Ocellus (Human Investigator 3)
5. Albion, The Eye: Tessai (Tiefling Paladin 2 Oracle 1)
6. pad300: Arronus Triari (Half-Elf Occultist 3)

Name AC:?? (T:??/FF:??) CMD:?? HP: ??/?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +6 | CMD 15 | HP 24/24 | Perception +10 Channel Energy 4/4 | Acid Dart 7/7 | Wooden Fist 7/7 | conditions: none

Here are my entries. Claiming the wand (if that's ok)

750 Wand of Cure Light Wounds
350 Mwk Breast Plate
305 Mwk Longspear
300 Potion of Invisibility
200 Holy Water x4, Antitoxin x2
200 Healer's kit x2; Magnifying glass
100 Self filling water jug (Create water)
45gp 6sp Morningstar, Large Steel Shield, Dagger x2, Backpack, Bedroll, Belt pouch, Crowbar, Fling & Steel, Hammer, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin

Money left: 749gp 4sp

Name Urtar Rockburst AC:16 (T:10/FF:16) CMD:15 HP: 24/24 SAVES: FO:3 RE:1 WL:6
3rd level cleric M Oread
init:+2 perception:+10 Senses: Darkvision 60ft
Specials:Aura (NG) Defenses: More AC given active spells or if wearing shield


Human LN Investigator (Gravedigger) 3 | HP 22 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +7 Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

I think I might claim the magical ring (of protection +1). DocOcc's AC could do with a boost.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

OK nobody objected so I'm claiming the ring :)

Dr Ocellus AC:17 (T:13/FF:15) CMD:+5 CMB:+18 SAVES: FO:+3 RE:+5 WL:+3
level 3 Inquisitor Gravedigger Male Human
init: +2 perception:+6 Senses: N/A
Specials: Catch Off-Guard, Inspiration, Kill the Dead, Shikigami Style Chain; Defenses: N/A


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

OK nobody objected so I'm claiming the ring :)

Dr Ocellus AC:17 (T:13/FF:15) CMD:+5 CMB:+18 SAVES: FO:+3 RE:+5 WL:+3
level 3 Inquisitor Gravedigger Male Human
init: +2 perception:+6 Senses: N/A
Specials: Catch Off-Guard, Inspiration, Kill the Dead, Shikigami Style Chain; Defenses: N/A

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