Sea Dragon

GM Jammin''s page

302 posts. Alias of YanJieming.


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I am so sorry I have been gone. I also am sorry for the disappearance without notice. I kept saying that I'd get to it later that day, or early the next morning. At this point though, it is apparent to me that I've also been lying to myself about the amount of time I would have. I don't think I can continue running this. I am sorry, especially because as Theora said, we have an intersting party that I love. I hope you can find another GM to run this, and while I haven't been around to play, I'm more than willing to help your new GM get settled in any way I can.

Lars tears apart the chest. As he reaches the bottom of it and pulls out the first board, he notices some things underneath it. Hurriedly he pulls up the rest and finds a pile of things thrown together and buried under the chest.

  • 5 sets leather armor
  • 2 sets studded leather armor
  • Masterwork chain shirt
  • 2 light wooden shields
  • 7 long swords
  • 2 spears
  • Masterwork dagger
  • 3 light crossbow with 25 bolts

DC 20 Perception:
A hidden pocket in the chain shirt holds two vials containing some kind of potion.

I am sorry about my absence this lady week. I had something come up, but I am back. I will have a part up in a little bit.

GM Dice:
1d20 + 8 ⇒ (8) + 8 = 16
1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 8 ⇒ (15) + 8 = 23
1d20 + 8 ⇒ (20) + 8 = 28
1d20 + 8 ⇒ (5) + 8 = 13
1d20 + 8 ⇒ (2) + 8 = 10
1d6 + 3 ⇒ (2) + 3 = 5
1d6 + 3 ⇒ (2) + 3 = 5
1d6 + 3 ⇒ (2) + 3 = 5

The lid opens just a crack, then the branches around you start to crackle. Snow falls from the branches above as a large log begins to swing from the branches above. Mirri, watching for danger, dives out of the way. Grimkell notices at the last moment and ducks, while Theora steps casually to the side.

Lars and Jamarcus were not ready. The log catches them, knocking them to the ground. Jamarcus is flung back a few feet. The log continues on its pendulum swing and despite the man's slow reactions, stops just before hitting him to swing back along its arc. It's not long before the log is swinging gently in the wind and the creak of ropes becomes a constant, but gentle sound filing the air.

Lars, you take 5 damage, Jamarcus, you take 10

The lid had flopped open from Grimkell's sudden dodge. The hollow sounds of the woods seem to perfectly complement the bare bottom of the chest looking up.

Yes, separate roll for each. You succeeded on the first pair, but realized it was very hard with the materials you had.

I'm sorry Mirri, the way that one was written, I totally missed it. I need a craft check with a -2 for improvised tools and an additional -2 for improvised material.

Lars and the others search, but find no trap. The chest just seems to have been discarded there.

After about an hour of concerted effort, Theora is able to get her blood moving again and the group sets off down the trail. The sun is on its downward arc as you come across a chest abandoned--half-buried in the snow. The tracks continue past it, but it seems as if it were discarded--perhaps for speed.

Sorry for my absence this last weekend. We had a lot of stuff come up. But I am still here.

In addition, I've been thinking about how to deal with the effects of cold weather lately. While the rules about it are a fair approximation, they seem like they will really slow things down in this game. I've given this some serious thought and come to a conclusion on how to proceed.

  • I will make a check once every three hours spent exposed to the cold instead of once every hour.
  • Since the cold should still be hard to deal with I will increase the overland movement penalty by 50%.

Does anyone have concerns about this?

Gii or Heal check DC 10:
As you start to help her sit and rest, you realize that the problem is actually early stage hypothermia. She needs to warm up.

As far as cold resistance goes, it provides extra protection in the fact that if you fail against cold weather and it doesn't beat your resistance you count as having saved.

The longsword is masterwork. The sky is not overcast. It's clear but snowing anyway.

GM Dice:
1d20 + 9 ⇒ (8) + 9 = 17
1d20 + 8 ⇒ (11) + 8 = 19
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 7 ⇒ (16) + 7 = 23
1d20 + 5 ⇒ (6) + 5 = 11
1d6 ⇒ 4
1d6 ⇒ 4

The temperature drops significantly as you enter through the trees. It continues to snow despite a clear sky overhead. The trail is easy to follow through six inches of snow. But travel is difficult. After about an hour of travel in the chill air of the forest, Theora starts lagging behind a bit. She shivers and rub her arms but doesn't seem to be doing any better.

You take 4 non-lethal damage and are fatigued.

Jamarcus and Lars:
Together, you are able to pull three fine sets of clothing from the smashed trunks nearby.

The carriages have been emptied of any valuables, indicating a robbery. But the carnage on the outside seems to present itself as more. So scratches score the paneling on parts of the carriage. Arrows are left sticking from the side. Taken together, it is obvious that it was a hard fought battle.

You search the bodies and find nothing but the dirty, ripped clothing they wear. The carriage has nothing more to add.

The frozen man still wears his breastplate, emblazoned with Taldan heraldry, and one of the chunks of ice contains the his arm, still grasping a well-made longsword. But as you look, you cannot find any additional tracks.

As Lars brings everyone's attention to the "statue," they notice that it is actually a man in a taldan uniform who's been frozen solid. The separate ice chunks surrounding him apear to be pieces of him that were cut off.

Gii, Jamarcus and Grimkell all turn to the last creature. Gii's spear takes it in the side, while Jamarcus' uppercut glances off the creatures skin again. It growls and is about to charge over Jamarcus when Grimkell slices into its gut, spilling the creatures remaining innards out into the snow. The zombie teeters for a moment before following. It does not get up.

The zombie growls as Lars steps in, but it seems an empty gesture as Lars' swing severs the creature's head from his shoulders. His body topples out of the carriage landing at Grimkell's feet. At nearly the same moment, a snowball flies into the carriage and hits the back wall, splattering snow on to the moving corpse.

Round 2 Block A (Mirri, Gii, Lars, Jamarcus, Theora and Grimkell)->Zombies

Theora steps quickly to the side and pulls her longbow up and the fletching of an arrow to her cheek. She lets the arrow fly. Snow swirls around the missile as it flies through the air and strikes one of the zombies. It sticks into the creatures shoulder, knocking him off balance.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

But it seems that the zombie was not as affected as he should have been. He starts forward as if to push out of the carriage but seems to register that he is blocked in. He brings his arms back and strikes at Jamarcus with surprising strength. His arms come down against the side of the carriage making his blow easy to deflect, but a large dent is left in the frame.

The second zombie looks around in confusion. He pushes out at Grimkell who easily dodges the strike. The zombie stumbles nearly falling out of the carriage, but seems to keep his balance.

GM Dice:
1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
1d6 + 4 ⇒ (1) + 4 = 5

1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
1d6 + 4 ⇒ (3) + 4 = 7

Round 2 Block A (Mirri, Gii, Lars, Jamarcus, Theora and Grimkell)->Zombies

Okay, I believe the problem is fixed. Let me know if there are any further issues.

GM Dice:
1d20 + 4 ⇒ (18) + 4 = 22

Lars comes running through the snow and tries to jump the log. His feet slip beneath him and he trips, stumbling slightly as he lands. He manages to keep his feet, but his throw turns to the side just enough that his axe makes a thick chunk sound as it buries itself into the opposite wall of the carriage.

Jamarcus swings for the nearest zombie, but his fist seems to slide right off the creatures damp, rotting skin.

Initiative Order: Block A (Mirri, Jamarcus, Gii, Theora, Grimkell and Lars)->Creatures

Okay, I think I have an idea on how to fix it. I'll be home in about a half hour or so and can try it then.

I just checked it this morning. Should be alright. I'll take another look at it when I get home from work today.

Initiative Order: Block A (Mirri, Jamarcus, Gii, Theora, Grimkell and Lars)->Creatures

As far as moving your token Mirri, are you doing so from your phone? Or are you having trouble from a computer?

Roll20 does not work with a phone unless the GM has a paid account (which I don't). So that may be the problem. If it's the computer, I have no idea what the problem is.

I have not included your action nor moved your character yet, as these things are inside the carriage. I have included lines on the map to show where the walls are, and as you can see, this makes your shot tough, feel free to post a new option or stick with the same one.

As the zombies try to spill out, Grimkell steps in front of them, blocking their path and slices, catching the nearer one across the forearm.

Gii readies himself, but then notices that he could reach one of the zombies. He stabs, piercing the creatures leg. Oddly this does not seem to hurt the creature as much as it should have.

Initiative Order: Block A (Mirri*, Jamarcus, Gii, Theora, Grimkell and Lars)->Creatures

*Just waiting on a confirmation

You recognize these creatures as zombies. Men who once lived, but were brought back from the dead. You seem to recall that they can shake off damage from most weapons, but blades that slice them seem to be particularly effective.

The doors burst open, two creatures with loose skin and blackened limbs break out and begin to attack those around the carriage.

Zombies: 1d20 + 0 ⇒ (8) + 0 = 8
Mirri: 1d20 + 2 ⇒ (6) + 2 = 8
Jamarcus: 1d20 + 4 ⇒ (15) + 4 = 19
Gii: 1d20 + 1 ⇒ (12) + 1 = 13
Theora: 1d20 + 3 ⇒ (17) + 3 = 20
Grimkell: 1d20 + 2 ⇒ (14) + 2 = 16
Lars: 1d20 + 2 ⇒ (8) + 2 = 10

Initiative Order: Block A (Mirri, Jamarcus, Gii, Theora, Grimkell and Lars)->Creatures

I'll update the map when I get home, but for now their both inside the carriage.

Sorry about that. I wasn't thinking about how that would affect those posting from phones. Restrictions are removed and Theora is moved.

You can hear movement inside, it seems slow and restricted. You cannot hear any recognizable speech patterns, it all seems to be muffled into a groaning sound.

I'll roll reactive Perception, but if you want to actively look at something, you roll it, and let me know what you're looking at or for.

A few things stand out as odd. First you notice the muffled sound of movement from inside the carriage that is still standing. A spear is stuck through the door handles, locking it shut.

Secondly, as you get closer to the "statue," you notice that it is actually a person who had been frozen solid. He is a taldan man with a ornate uniform. A few blocks of ice lie at his feet. Contained in each is a piece of this man, carved away from the rest of him.

Lastly, you can see that there are many prints following the trail to the south. The trail is fairly obvious, as it begins to track into deep snow, leaving whoever left them no way to cover their tracks.

Ionnia glares at the two men, then pauses as Theora and Grimkell add their own agreement. "Yes, yes. I understand. I honestly don't expect you to be able to change anything. I just meant if you can do anything about it." She laughs shaking her head. "I don't even know if you'll find anything. But we're beyond the edge of desperation at this point." She spreads her hands as if to say "What more can we do?" "Go on now. And let us know."

The road seems quiet as the band moves south. The summer heat beats down on the packed surface, but seems to lose its edge. Before too long the heat diminishes to a mild warmth and then to downright chilly. A mile from the attack, the first snowflakes can be seen fluttering through the air and by the time you reach it, you are walking through a thin layer of snow. The road turns to the East and you see it.

The road ahead is littered with debris and the corpses of the slain--humans and horse alike. A carriage stands in the roadway, its team of horses missing, while another overturned carriage lies sprawled and broken next to the tree line. To the south, more bodies have fallen around what appears to be a statue of ice. A snowy trail leads farther into the woods.

I'm rolling a Gii assist as well, since his words are in that direction and he posted before the others.

Gii Assist: 1d20 + 7 ⇒ (6) + 7 = 13

Lol. Yeah. I had forgotten too.

I have this problem when it's no big deal, I look at it, and think, Yeah, that's fine. I'll be sure to tell them once I finish posting this other thing. Then it just slips my mind.

Let's just assume you already knew the same stuff. That makes it the easiest.

The Ulfen man looks down, holding the sword. "Thank you. Would that I could go with you, but . . ." he slumps in his chair, seemingly spent. His voice has returned to a husky sound, little more than a whisper.

Kale approaches the group, "I've sent someone for Elder Safander and Master Willowbark. They'll take care of him from here." She takes Jamarcus' keg and fills it. When she brings it back she holds out her hand, pushing his money away. We'll settle up if you get back."

The group begins to follow the road out of town. It seems the stories may have already started to spread as people gather to watch them leave. A voice calls out above the crowd, Wait! Wait. Ionnia Teppen rushes down the street to where you stand. She stops in front of you breathing heavily. Please. We've heard what happened, and Imust talk to you before you leave. As you must have heard, our meeting concerned the strange weather and creatures in the woods. We had just determined to send a group to investigate, and were trying to determine who to send when we heard about the rider, and your preparations. We thought it a touch fortuitous, and thought we might ask that while you are out, you investigate the cause of this winter and stop it if you can, preferably before it swallows us, for the boundaries are extending. She looks at each person in turn. Then as if you'd already agreed she goes on, Thank you and good luck.

Feel free to start down the road and do a little roleplay. I will need some time to move things on, but will do so later today.

Sorry, yes. No problem.

What I thought of while typing that last response.

Lars Andronsa wrote:
"Any thing else you can tell me? How well armed they were? Anything weird...besides the fey?"

The Ulfen man thinks for a moment, “They were all fairly well armed, the fey maybe better than the bandits. But weird? Fey are weird enough as it is boy.” His hair sways as he shakes his head, “Let alone them taking the Lady. But I can think of nothing more than those.”

Jamarcus Detroyce wrote:
Nobody here askin' the important questions. Dis' Argentea Lady, she got gold?

He barks a harsh laugh. “A mercenary, then?” His scowl deepens, then in a bitter voice he says, “If you’re looking for gold, I’m sure you’ll find plenty. But I can’t speak for what she’ll give to be rescued.”

Grimkell son of Ogmundr wrote:
"If they are as strong as you say, we need to know whether they possess weaknesses. Do you know any?"

Grimkell adds a few things he knows before the man can speak, “I do know the attacks from most can numb you to the bone, and they’re not much harmed by cold. But fire. Fire can hurt them deeply.”

"Aye, I felt that searing cold. And yes, flame. Cold iron as well. Both burn them, and both are weapons they fear." He looks up at Grimkell. “You’re from the north.” This seems more statement than question. “You’ll take this quest and save her then?” He must have seen something in the Grimkell’s eyes, for he pulls out his sword, a longsword, and holds it out, “I followed into the woods as far as I could, but could not finish on my own. Take this, and maybe my ancestor’s will forgive my cowardice. It is made of cold iron, so it may be of some use to you.”

Just so you know, I am going camping this weekend. I probably won't be able to get another post in till Sunday or so.

"Sorry, no greens today," Kale replies to Mirri, "but the stew, we've got." She pokes her head into the kitchen for a second then comes back with the drinks.

The Ulfen man looks only a little better. He continues to shiver despite the heat from the fire. But his voice sounds stronger as he speaks, "About 6 miles south of here, they attacked us. We thought they were just bandits at first. They were no match for us. But then came the cold fey of the north." His features become even more grim than before, "They appeared among us and the battle turned quickly. My people speak of the winter-touched, but I never expected to meet them this far south." He makes a disgusted noise in the back of his throat that ends in a racking cough. When the cough subsides, he continues, "My ancestors would ridicule my lack of valor for fleeing rather than fighting to the end. But I faced enemies that even the greatest warriors in the Linnorm Kingdoms have faltered against, though I think I slew at least one of them before they dragged Lady Argentea away." He stops hanging his head as he stares into the fire.

DC 20 Knowledge (Local or Nobility):
Two weeks ago, Lay Argentea Malassene traveled past Heldren on her way from Oppara to Zimar to meet her betrothed. Rumor has it the two didn't get along and Lady Argentea caused a scandal by calling off the engagement and returning home. She had a retainer including several Ulfen bodyguards.

In the end I just chose to handwave it. It was not so big a discrepancy that it couldn't be handwaved.

He is suffering from frostbite and mild hypothermia. In addition, he has several wounds over his body that appear to be slashes from something like claws.

You would know about Garrund, and while he takes on the physical features of such a man, his clothes seem off from what you have heard. Though, it could just be a stranger tribe than any you'd heard of.

The man nearly falls out of the horse as he climbs down, but he ends on his feet. He shivers as the curative spell washes over him, and his legs seem a bit stronger. He ambles across the road with Lars, through the parting crowd to the tavern, joints stiff and unmoving. “We were attacked. They took Lady Argentea. Took her into the Border Wood. Everyone else is dead.”

The door to the Silver Sloat is opened by one of the crowd. Kale, the bartender, is shocked to stillness for only a moment before she comes running over. She calls over her shoulder as she does, “Menandar. A bowl of stew.” She takes another look at the man, then calls back,“No, not stew. Broth. Quickly.” She grabs a chair bringing him over to the fire. “Has anyone called Elder Safander?” She looks at those helping, then sees Mother Theora and Doctor Gii. “Nevermind. I’m sure you’ve got it in hand.”

It is not long before Menandar comes out, a steaming bowl in hand. “What’s all the fuss about, Kale?” He stops as he sees the wounded man.

“None of that now, give me the broth,” Kale says as she rushes up and grabs the bowl. She bustles Menandar back to the kitchen then brings the steaming dish to the Ulfen man.

“Thank you,” he says quietly. He begins to slurp greedily at the contents, despite how hot it must be.

Kale nods and finally turns to the three customers. “What can I get for ya? Some Three Devil Ale?”

Another thing, I've been trying to figure out what I'm going to do with leveling. I know for sure that I will do it based on story and not xp. The big thing I'm looking at is using the staggered advancement from pathfinder unchained. We've done it in my rl game and it works excellently there. It makes leveling feel more natural and also speeds it up. I'd like to try it on pbp, but I'm worried that it may bog things down. Any thoughts or concerns from you?

No problem. I just like to make those things clear because I've noticed a lot of pbp games fail when the gm is waiting for someone out something and the players are waiting on the gm. So, if I'm waiting on something, I will tell you, and I hope it doesn't sound like I'm harping.

Conversations come to a halt as the sound of hooves beat on the cobblestones to the south. Heads swivel in that direction and gasps run through the crowd in little waves. The Ulfen man riding in is badly wounded. His blonde hair and beard are matted with blood and a makeshift bandage is wrapped around his head and one eye. His fingers and nose have taken on a blackish color. What’s more, he seems to be tottering in his saddle as the horse moves briskly into the square.

The crowd parts leaving an open space shifting around him as he moves. He stops, leans forward, a dangerous angle that seems only a hair’s breadth from throwing him out of the saddle and on to his head. His lips part and one word comes out of his mouth in a thin, raspy voice barely better than a whisper, but with the complete silence that has fallen in the square, it’s audible for quite a ways around him, “Help.”

Just waiting on Gii. Then I'll move things along.

You look around and watch a small group of kids weaving through the crowd away from you. Panic seizes your throat as you grasp at your purse. You calm quickly though as you realize all your coins are still there.

Sorry, this was a discussion we finished via pm, so I feel I can safely answer for him. Jamarcus speaks English and basic taldan. Mostly it's street taldan.

Gameplay thread is up. Post whenever you are ready, then we'll all get going.

Winter falls away to spring, giving rise to summer which in turn makes way for fall and eventually, the world hibernates in winter again. Time turns away in an endless cycle of summer, fall, winter and spring. Well, everywhere except far away Irrissen, locked in eternal winter. But that is not your concern here in the sleepy village of Heldren, where summer has reached its peak. This little village, resting in the south of Taldor, nearly on the border of Qadira, need not worry about much but the struggle of day to day life.

The intense heat of summer presses down on Heldren’s usually quiet streets. Today though, those streets seem crowded, making the heat worse. A cool breeze passes through the small town, and instead of sighs of relief, it brings gasps of alarm, and hurried conversations. Talk of unnaturally cold weather in the nearby Border Wood has spread through the streets like fire. Hunters come bearing tales of heavy snow coming in only a few days ago. The snow and cold seemed to bring despair and, worse yet, new, dangerous predators. No one knows what this event means, but the town's soothsayer, Old Mother Theodora, claims that, unless something is done, dark times lie ahead.

The town square is filled with people talking to one another, shrinking at every breath of wind--Did that seem cold to you?--and waiting with an air of feigned patience for the village council to end their meeting. You stand among the crowd, the statue of the Lady looking over the milling mass of people.

Introduce yourself into the scene and feel free to interact a little. I’ll get things moving once everyone has had a chance to post.

By the way Grimkell, I just realized I never answered your question about the unchained barbarian rage stats. I answered it in my head, but never told you. That should be no problem. I think it makes perfect sense for the Skald.

GM Jammin' wrote:

My name's Ben and I'm a student whirling on becoming a teacher.

*Working. Not whirling.

GM Jammin' wrote:

I know most of you have experience with pbp,but make sure you know the basic ways to format (see "Hiw to format your text" below the submit button).

And how. Not . . . whatever that was. Sorry, I posted those first two from my phone last night. I usually try to look them over anyway, but . . . Oh well.

Finally, we're all in this to have fun. If you have any problems please handle them like adults. I don't think I need to have said that, but it sometimes surprises me how people act. If you have a problem with the way I'm doing something, or something I did, please talk to me. I like to think I'm a pretty reasonable person. I will try to get it taken care of as best I can.

Before we get started, please take a moment to place your main stats into your header such as Lars, Mirri and Gii have done. This makes things so much easier for me. If you need help with this feel free to ask, or take a look at their profiles to see how they did it.

Initiative will be handled in blocks.


Mirri: 1d20 + 2 ⇒ (9) + 2 = 11
Theora: 1d20 + 3 ⇒ (14) + 3 = 17
Gii: 1d20 + 1 ⇒ (5) + 1 = 6
Grimkell: 1d20 + 2 ⇒ (9) + 2 = 11
Lars: 1d20 + 2 ⇒ (19) + 2 = 21
Demons: 1d20 + 1 ⇒ (18) + 1 = 19
BBEG: 1d20 + 5 ⇒ (8) + 5 = 13

Mirri, Gii and Grimkell would go first, in whatever order they happen to post in.
The BBEG would go next.
Theora would be in the third block.
Then the demons.
Finally Lars.

I will usually post it like this:

Block A (Mirri, Gii, Grimkell)=>BBEG=>Block B(Theora)=>Demons=>Block C(Lars)

Most of the time I will not GMPC a character until they have been missing for 48 hours. But in battle this can really slow things down. If we are in a battle, I will GMPC you if it has been your turn for 24 hours and you have not acted. I wish, for the sake of those waiting, that I could do it sooner, but I don't think that would be fair.

On that note, I set my expectations for posting times in recruitment. There will be exceptions, but please take one moment to let us know about them. To make it easier in the worst case scenarios you can even just post a two word comment "Out #" where #=the number of days you expect to be gone, then explain later if needed.

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