Augmented Gearsman

GM BOT 101's page

40 posts. Alias of Just a Mort.


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Did you want to take up Angiliath and have a chat with it or not? Your GM also programmed me to ask you that question in her absence.


PBPs are all based on momentum. As a GM guide by Doomed Hero states under keeping things moving:-

The most important tool at a PBP GM's disposal is the "Cut Away".

Think of it like a movie. Once the plot-relevant stuff has happened, the story doesn't hang around and show us how the main characters get ready for bed, or the entirety of their shopping trip. It skips forward.

Do that. If a scene is lagging, skip ahead. If a fight is basically over and posting has slowed down, resolve the end of it "cinematicly" and get on with the story.

Games live and die by their momentum, and you are the one with the reigns.

Handle shopping trips, divvying up treasure, lengthy discussions about what to do next, and anything that slows the story down, in the Discussion thread.

If nothing happens during travel, don't roleplay it out. If you aren't playing a Survival themed game, don't make a big deal out of things like Rations or how exactly camp is laid out.

Always keep in mind momentum. If it's flagging, change things.

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Note the part “If nothing happens during travel – don’t roleplay it out.”

I will say I do not agree with everything in his guide like he states knowledge checks are supposed to be done in spoilers – which I find too much trouble to do, besides at the pace we’re going – if you wait for the other player to login and tell you the right weapon to use – it’d cause delays. I cannot penalize you on a knowledge check that you have already made successfully, so if you know its DR5/silver, there’s no reason for you not to use a silver weapon, instead of waiting for someone to login(which may be not of your timezone) and tell you to do so.


What I care about is I get entertained, either by a good fight, or RP =) Take your pick, I’m easy.

The problem now lies that from the result of this experiment, it proves that 3 players just want to push plot and murderhobo, while 1 person wants to RP.

My proposal: Do all the RP bits in retcon mode – I am perfectly happy to RP with you as long as you like, and I would say I put in more effort then other GMs on the boards on that.

Because at the end of the day I will pull a, ”The needs of many outweigh the needs of a few.” on you. If you want to not do the RP in retcon – get your other players also doing the RP along with you, so I’ll see that you guys entertaining yourself and me and not bother overly much.

I am sorry if any of this hurt your feelings, but I always feel honesty is the best policy and I am brutally frank, with myself and others.


Some of you might be wondering – why am I not pushing plot. Well here’s the reason why.

Leonard wrote:

I think moving along at a slightly slower pace than we set over the past few weeks is about right for me, and would like to see where to go from there.

I’m just doing as he(Leonard) asks…then letting evidence speak for itself. Call it an experiment if you wish, since you know by now that I am all into crazy science.

I know each of you definitely can manage at least a post a day. If you are not posting in gameplay thread – it’s because there’s nothing that interests you.

So far, Seamus, Vincent are posting once every 2 days, in gameplay and Howard hasn’t even checked in since Sunday.

Now at the end of the day, I respect player freedoms and want them to be happy. I try to give it to them, as far as the rules can be stretched etc. So I will not demand RP(except when you need to tell someone to do something because it will have consequences in gameplay) and really how much or little you want to RP isn’t something I should stick my nose into due to player freedom of choice.


The segment below is a pre-recorded message from your GM:


Wdrozgrúk uses read magic on the arcane scroll and checks if the shield is magical.

spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13


Technically you only get one try and I screwed up yours =(


Irenicus looks at the sword.

SPELLCRAFT: 1d20 + 13 ⇒ (4) + 13 = 17


"Guess we'll just have to be ready for anything, then."Irenicus replies, "But don't step through that doorway before I can determine what kind of magic is pinging."


"Hmm...some kind of glamer beyond the door. You might want to poke it with something before proceeding, lest you run into something that isn't there."Irenicus remarks.

Go Elathras, bust open that door! But watch after you step through it! Maybe try some other route?

"On second thoughts, scratch that. Strong aura of something. Let me check it out first once the door is opened."


Irenicus has detect magic memorized though =) I don't think Vincent would mind if I botted him doing this since he's paranoid enough to listen at all the doors in my game =)

Irenicus stretches out his magical senses. Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23

what school, what strength of aura?


Dakash tries to clobber a rat.

staff: 1d20 + 3 ⇒ (18) + 3 = 21
dmg: 1d6 + 4 ⇒ (4) + 4 = 8

Yes, I should just roll for you lot!

Dakash splatters a rat, sending yellow ichor flying all over the place.


As per Einar’s botting orders

Einar moves up and scoups the large winter wolf (Greta) up from the icy floor and deposits her away from the elementals.

Move action, then reposition combat maneuver


Einar walks up to the tank, growing angrier and larger at the same time before he smacks it with his hammer.

hammer: 1d20 + 24 ⇒ (15) + 24 = 39
dmg: 3d6 + 37 ⇒ (6, 1, 2) + 37 = 46

The tank is badly damaged by Einar's strike, though he thinks it is not as effective as it could have been.


Hirah swings her greatsword in a great arc, removing Malesinder's head.

amplified rage, bane, outflank: 1d20 + 26 ⇒ (19) + 26 = 45
dmg: 4d6 + 18 ⇒ (3, 6, 2, 2) + 18 = 31
amplified rage, bane, outflank: 1d20 + 21 ⇒ (11) + 21 = 32
dmg: 4d6 + 18 ⇒ (5, 4, 1, 5) + 18 = 33

amplified rage, bane, outflank, greatsword confirm: 1d20 + 26 ⇒ (12) + 26 = 38
dmg: 4d6 + 18 ⇒ (2, 4, 5, 6) + 18 = 35


Hirah, seeing her grappled, wades in raging, with bane up.

amplified rage, bane, outflank: 1d20 + 26 ⇒ (14) + 26 = 40
dmg: 4d6 + 18 ⇒ (3, 6, 5, 5) + 18 = 37


Hirah steps up(5ft)in the air and rages, swinging her great sword in a large arc, cutting into the silver dragonkin, sending blood all over the place.

fly check: 1d20 + 7 ⇒ (12) + 7 = 19

amplified rage, bane, outflank: 1d20 + 25 ⇒ (4) + 25 = 29
dmg: 4d6 + 18 ⇒ (5, 1, 2, 4) + 18 = 30
amplified rage, bane, outflank: 1d20 + 20 ⇒ (8) + 20 = 28
dmg: 4d6 + 18 ⇒ (2, 2, 2, 3) + 18 = 27


Hirah acts with supernatural speed.(Burn heighten awareness)She then begins to summon aerial tigers.

How many?: 1d3 + 1 ⇒ (2) + 1 = 3

Sigh summoning maths issue - Aerial template gives 1d6 elect dmg, so the tiger's bite attacks should be 2d6+8+1d6, and not 2d6+8+1d8.

Also, DR 3/-. Focus.

AOO glaive: 1d20 + 13 ⇒ (2) + 13 = 15
dmg: 2d8 + 18 ⇒ (4, 2) + 18 = 24

One of the tigers gets cut by the blue dragon's riposte with its glaive while charging in. The tiger then grabs it fast.

bite: 1d20 + 13 ⇒ (2) + 13 = 15
claw: 1d20 + 14 ⇒ (2) + 14 = 16
claw: 1d20 + 14 ⇒ (18) + 14 = 32
grab: 1d20 + 17 ⇒ (11) + 17 = 28
dmg: 1d8 + 8 ⇒ (3) + 8 = 11
rake: 1d20 + 14 ⇒ (11) + 14 = 25
dmg: 1d8 + 8 ⇒ (5) + 8 = 13
rake: 1d20 + 14 ⇒ (9) + 14 = 23
dmg: 1d8 + 8 ⇒ (2) + 8 = 10

The other two tigers follows suit.

I'll only roll for the first successful grab.

bite: 1d20 + 13 ⇒ (1) + 13 = 14
claw: 1d20 + 14 ⇒ (14) + 14 = 28
dmg: 1d8 + 8 ⇒ (6) + 8 = 14
grab: 1d20 + 17 ⇒ (1) + 17 = 18
claw: 1d20 + 14 ⇒ (20) + 14 = 34
grab: 1d20 + 17 ⇒ (6) + 17 = 23
claw confirm: 1d20 + 14 ⇒ (15) + 14 = 29
dmg: 2d8 + 16 ⇒ (1, 4) + 16 = 21
rake: 1d20 + 14 ⇒ (16) + 14 = 30
dmg: 1d8 + 8 ⇒ (2) + 8 = 10
rake: 1d20 + 14 ⇒ (17) + 14 = 31
dmg: 1d8 + 8 ⇒ (2) + 8 = 10

bite: 1d20 + 13 ⇒ (17) + 13 = 30
grab: 1d20 + 17 ⇒ (7) + 17 = 24
dmg: 2d6 + 8 ⇒ (4, 5) + 8 = 17
claw: 1d20 + 14 ⇒ (12) + 14 = 26
grab: 1d20 + 17 ⇒ (7) + 17 = 24
dmg: 1d8 + 8 ⇒ (6) + 8 = 14
claw: 1d20 + 14 ⇒ (20) + 14 = 34
dmg: 1d8 + 8 ⇒ (4) + 8 = 12
grab: 1d20 + 17 ⇒ (20) + 17 = 37
claw confirm: 1d20 + 17 ⇒ (18) + 17 = 35
dmg: 2d8 + 16 ⇒ (7, 5) + 16 = 28
rake: 1d20 + 14 ⇒ (2) + 14 = 16
rake: 1d20 + 14 ⇒ (3) + 14 = 17


Screw it, I'm botting, in the name of keeping the game moving

augment summoning Aerial tigers: 1d3 + 1 ⇒ (3) + 1 = 4

Reason being, you can sic em after the drake later, even if celestial would give more dps. Nuff said.

bite: 1d20 + 14 ⇒ (7) + 14 = 21
dmg: 2d6 + 8 + 1d6 ⇒ (5, 6) + 8 + (4) = 23
claw: 1d20 + 14 ⇒ (16) + 14 = 30
dmg: 1d8 + 8 + 1d6 ⇒ (7) + 8 + (2) = 17
claw: 1d20 + 14 ⇒ (3) + 14 = 17
dmg: 1d8 + 8 + 1d6 ⇒ (4) + 8 + (5) = 17
rake: 1d20 + 14 ⇒ (15) + 14 = 29
dmg: 1d8 + 8 + 1d6 ⇒ (6) + 8 + (3) = 17
rake: 1d20 + 14 ⇒ (9) + 14 = 23
dmg: 1d8 + 8 + 1d6 ⇒ (7) + 8 + (1) = 16

grab: 1d20 + 17 ⇒ (6) + 17 = 23
grab: 1d20 + 17 ⇒ (16) + 17 = 33
grab: 1d20 + 17 ⇒ (16) + 17 = 33

bite: 1d20 + 14 ⇒ (3) + 14 = 17
dmg: 2d6 + 8 + 1d6 ⇒ (3, 4) + 8 + (2) = 17
claw: 1d20 + 14 ⇒ (19) + 14 = 33
dmg: 1d8 + 8 + 1d6 ⇒ (1) + 8 + (5) = 14
claw: 1d20 + 14 ⇒ (16) + 14 = 30
dmg: 1d8 + 8 + 1d6 ⇒ (5) + 8 + (3) = 16
rake: 1d20 + 14 ⇒ (19) + 14 = 33
dmg: 1d8 + 8 + 1d6 ⇒ (8) + 8 + (1) = 17
rake: 1d20 + 14 ⇒ (16) + 14 = 30
dmg: 1d8 + 8 + 1d6 ⇒ (7) + 8 + (2) = 17

The first tiger pounces on the barbarian, then the second tiger kills it.

bite: 1d20 + 14 ⇒ (15) + 14 = 29
dmg: 2d6 + 8 + 1d6 ⇒ (6, 1) + 8 + (5) = 20
claw: 1d20 + 14 ⇒ (13) + 14 = 27
dmg: 1d8 + 8 + 1d6 ⇒ (3) + 8 + (1) = 12
claw: 1d20 + 14 ⇒ (19) + 14 = 33
dmg: 1d8 + 8 + 1d6 ⇒ (7) + 8 + (5) = 20
rake: 1d20 + 14 ⇒ (12) + 14 = 26
dmg: 1d8 + 8 + 1d6 ⇒ (2) + 8 + (5) = 15
rake: 1d20 + 14 ⇒ (13) + 14 = 27
dmg: 1d8 + 8 + 1d6 ⇒ (2) + 8 + (6) = 16

bite: 1d20 + 14 ⇒ (1) + 14 = 15
dmg: 2d6 + 8 + 1d6 ⇒ (2, 4) + 8 + (5) = 19
claw: 1d20 + 14 ⇒ (19) + 14 = 33
dmg: 1d8 + 8 + 1d6 ⇒ (4) + 8 + (3) = 15
claw: 1d20 + 14 ⇒ (16) + 14 = 30
dmg: 1d8 + 8 + 1d6 ⇒ (4) + 8 + (5) = 17
rake: 1d20 + 14 ⇒ (14) + 14 = 28
dmg: 1d8 + 8 + 1d6 ⇒ (2) + 8 + (6) = 16
rake: 1d20 + 14 ⇒ (15) + 14 = 29
dmg: 1d8 + 8 + 1d6 ⇒ (1) + 8 + (6) = 15

The second set of tigers does the same.


All of Geist's attacks land on the plant and it hisses with pain. Einar
then shows the plant why tieflings do NOT taste good, dropping his longspear and biting and clawing blindly at the plant.

bite: 1d20 + 15 ⇒ (18) + 15 = 33
concealment, 2 hits: 1d2 ⇒ 2
dmg: 1d8 + 15 + 1d6 ⇒ (6) + 15 + (2) = 23
claw: 1d20 + 15 ⇒ (7) + 15 = 22
concealment, 2 hits: 1d2 ⇒ 2
dmg: 2d6 + 15 + 1d6 ⇒ (3, 2) + 15 + (5) = 25
claw: 1d20 + 15 ⇒ (12) + 15 = 27
concealment, 2 hits: 1d2 ⇒ 2
dmg: 2d6 + 15 + 1d6 ⇒ (4, 5) + 15 + (2) = 26

Leaving a pile of burnt vegetative matter, in his wake.

Now where to? Directions pls =)


Hirah then walks to the back, and stabs Nazhema as she lies prone, leaving her bleeding on the ground.

Greatsword, no need bane: 1d20 + 12 ⇒ (14) + 12 = 26
dmg: 2d6 + 11 ⇒ (2, 6) + 11 = 19

Combat over, will post loot on train.


Einar misses the mephit as it ducks out of the way on the last minute.

The lantern archon fires its twin rays at Nazhema.

light ray: 1d20 + 3 ⇒ (14) + 3 = 17
light ray: 1d20 + 3 ⇒ (5) + 3 = 8

Both of them miss as she is prone, and the lantern archon doesn't want to hit Geist. The lantern archon then dissappears.

Hirah summons a leopard next to Nazhema, and the leopard begins to tear into her. The first claw and bite rake bloody furrows in Nazhema but the second claw does not connect.

Claw, Smite evil: 1d20 + 7 ⇒ (12) + 7 = 19
dmg: 1d3 + 6 ⇒ (3) + 6 = 9
Claw, smite evil: 1d20 + 7 ⇒ (5) + 7 = 12
Bite, smite evil: 1d20 + 7 ⇒ (15) + 7 = 22
dmg: 1d6 + 6 ⇒ (3) + 6 = 9
grapple: 1d20 + 11 ⇒ (7) + 11 = 18

The leopard then grabs her fast.


lantern archon: 1d20 + 3 ⇒ (1) + 3 = 4
lantern archon: 1d20 + 3 ⇒ (19) + 3 = 22
dmg: 1d6 ⇒ 1

The second shot by the lantern archon hits Nazhema.

concentration check: 1d20 + 11 ⇒ (13) + 11 = 24

Nazhema continues her spellcasting.

Mr Whiskers + Einar up, Hirah you may come in at any time

Calculations should be right. Snowshoes + mithril BP + 40 movespeed from barbarian = 6 squares, of which I used 5. Right no?


I tried following your instructions as far as I could!


Hirah walks up to the troll and swings her greatsword at it.

greatsword: 1d20 + 9 ⇒ (1) + 9 = 10

And promptly hits the table instead.


Okie boss. But you're right about Einar :P Not too sure about Granny - because there's some not very nice evidence downstairs on what's going on.

Out of curiosity, wouldn't buying a scroll of communal resist energy be cheaper then scribing 6 scrolls of resist energy?


The bolt flies over its head as Mr Whiskers tries not to skewer Einar by mistake.

Crummock orders Geist to attack the statue.

bite: 1d20 + 6 ⇒ (17) + 6 = 23
dmg: 1d6 + 3 ⇒ (5) + 3 = 8

Geist manages to dent the statue's knee some, but his teeth do not fully penetrate.


Einar takes a big bite out of the icy humanoid's shoulder. It feels like biting into an ice cube.

Ziva directs Vernai to grapple the icy humanoid, who tries to strike back, but Vernia dodges.

AOO: 1d20 + 7 ⇒ (9) + 7 = 16
Grapple: 1d20 + 11 ⇒ (5) + 11 = 16

However Vernai is unable to find purchase on its slippery surface. Ziva then wades in, swinging her Greatsword in a wide arc, cleanly beheading the creature. The body tumbles to the ground and shatters into a thousand icy shards.

Greatsword: 1d20 + 11 ⇒ (13) + 11 = 24
dmg: 2d6 + 7 ⇒ (3, 2) + 7 = 12


Ziva and Vernai look for more Jinkins to murderhobo...after Crummock took theirs.

Ziva Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Vernai Perception: 1d20 + 8 ⇒ (9) + 8 = 17

Finding no Jinkins, Ziva walks over to finish off Einar's Jinkin, slicing it into two, width wise.

Greatsword: 1d20 + 9 ⇒ (16) + 9 = 25
dmg: 2d6 + 7 ⇒ (5, 4) + 7 = 16

Vernai Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Vernai is unable to find any Jinkins and stays where she is.


Ziva - I just double moved you up. Because of DT, you can't attack this round, however Vernai can. No N-S flanking because the sacks outside the tent are providing cover from above.

Because of DT, Geist cannot get to them either.

Claw: 1d20 + 5 ⇒ (18) + 5 = 23
dmg: 1d4 + 2 ⇒ (4) + 2 = 6
grapple: 1d20 + 9 ⇒ (2) + 9 = 11

Vernai hooks one of the little horrors in her claw, but Ziva can see that the claw leaves only a slight mark on its leathery skin.

Einar, Horrors, Crummock, Mr Whiskers(DC 10 perception check without your sleeping modifiers or snow modifiers since you're hearing the sound of battle, please - since combat + sleeping cancel themselves out), Ziva

Also, LOL Einar on food :P


Ziva wades in, swinging her greatsword, trying to decapitate the weasel. She signals Vernai to attack, flanking with Einar.

slash: 1d20 + 5 ⇒ (3) + 5 = 8

claw: 1d20 + 1 ⇒ (13) + 1 = 14
dmg: 1d4 ⇒ 2

Mantis grab does not apply as weasel is large

The weasel ducks out of the way of Ziva's swing only to run into Vernai's claw.


Einar draws his longbow and shoots at the creature.

Bow: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12

The creature laughs as it easily dodges the arrow.

Cadence, Mr Whiskers, Crummock, Creature, Einar


Guisarme: 1d20 + 6 ⇒ (17) + 6 = 23
dmg: 2d4 + 5 ⇒ (2, 4) + 5 = 11

Cadence decapicitates the last elemental and it tumbles to the ground and shatters.


We do, but I can bot...

cadence glaive: 1d20 + 4 ⇒ (15) + 4 = 19
dmg: 2d4 + 7 ⇒ (1, 4) + 7 = 12

Cadence shatters the last one.


Crummock moves up and tries to stab at the remaining ice elemental.

starknife: 1d20 + 6 ⇒ (1) + 6 = 7

Crummock slips on a patch of slippery snow, nearly slipping and falling and his blow ends up striking the snow next to the elemental.


Cadence moves in and stabs the same bandit as Einar.

atk: 1d20 + 4 ⇒ (16) + 4 = 20
dmg: 2d4 + 5 ⇒ (3, 2) + 5 = 10

She drops him with a single slash that opens a big gnash from collarbone to hip.

Mr Whiskers moves into the room to daze the other bandit.

will save: 1d20 - 3 ⇒ (5) - 3 = 2

The poor bandit looks dazed for a moment, and that's when Crummock stabs him in the chest.

Combat over


Cadence moves forward, rage song off.


Mr Whiskers fires up a detect magic, finding that the snowman radiates an aura of evocation magic. "It would be wise to give the snowman a wide berth. " And so the party makes a detour around the snowman

secret:

perception: 1d20 + 8 ⇒ (12) + 8 = 20
Einar heal: 1d20 ⇒ 13
??: 1d20 - 4 ⇒ (5) - 4 = 1


Cadence steps forth, her guisarme raised, and tries to slice it into two.

cold iron guisarme+flag: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage: 2d4 + 5 ⇒ (1, 4) + 5 = 10

She opens a huge gnash in its chest and it lies still. The party can still see its heart beating.


Cadence takes a step back, then swings an overhead chop at the spider, slicing a large gash in its back, yellow ichor pouring out.

Guisarme, flag, rage song, flanking: 1d20 + 3 + 1 + 1 + 2 ⇒ (16) + 3 + 1 + 1 + 2 = 23

dmg: 2d4 + 4 + 2 + 1 ⇒ (3, 1) + 4 + 2 + 1 = 11