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Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Contact the alternate who posted in recruitment would be my vote.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

…Ander, that undead is currently still behind a door. The door is somewhat broken, but not enough to shoot through. It also means you can move without provoking right now. Also you could take a five foot step.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari
Bilos Nizhnyy wrote:

[dice="Heal"]1d20+4

Is Kaztor going to die if it takes more than 6 seconds to get to him?

Nope


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Halali spends her very well earned twenty-five gold scroll to enhance Dran's weapon! Dran swings confidently, but just barely misses. Darn it.

Kaztor indicates his ability to 'slice and dice' his foe, but fails to even come close to fulfilling the promise. Tolvaj waits patiently, it isn't like he will die from old age.

The injured foe switches targets, focusing a hard over-handed swing at Grunigon, who definitely made himself a big threat. The other one swings just as hard at the only target it can reach.

Blue vs. G: 1d20 + 10 ⇒ (17) + 10 = 27 for S: 1d10 + 10 ⇒ (7) + 10 = 17

Grunigon takes a hard hit. But not as bad as Kaztor.

Red vs. Kaztor: 1d20 + 10 ⇒ (19) + 10 = 29
Red Crit Threat w/ Nodachi: 1d20 + 10 ⇒ (16) + 10 = 26 for OUCH: 2d10 + 20 ⇒ (3, 7) + 20 = 30

And Kaztor drops like a sack of dwarf shaped potatoes. His weapon clattering to the stone floor, which begins soaking up the blood pooling there.

Round 3: WOAH HOLY WOMBAT!
Buffs: NA
Blue Undead (-13 HP, GH)
Red Undead
Ander
Grunigon (-17 HP, GH)
Bilos

Yellow Undead
Dran (War Mind +1 AC)
Tolvaj
Halali
Kaztor (-38 HP, Unconscious, Bleeding Out, GH)

SOUTH HALLWAY DOOR (8/15 HP, doesn't act)

Bold may Act!


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Bilos flings a broken chunk of trapped angel statue and strikes...

...out, the stone bounces off his target's thick hide (miss).

Yellow vs. Door: 1d20 + 10 ⇒ (10) + 10 = 20 for S: 1d10 + 10 ⇒ (2) + 10 = 12

The group hears a loud splintering crack from the hallway side door, but it remains intact.

Round 2: FINALLY, WOMBAT.
Buffs: NA
Blue Undead (-13 HP, GH)
Red Undead
Ander
Grunigon (GH)
Bilos
Yellow Undead
Dran (War Mind +1 AC)
Tolvaj
Halali
Kaztor (-8 HP, GH)

SOUTH HALLWAY DOOR (8/15 HP, doesn't act)

Bold may Act!


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Ander takes his time to reload. Ain’t no rush here. These things are weak.

Grunigon reaches out and manages to clasp the nearby foe on the shoulder, discharging healing energy into its rotting body.

Will vs DC 13: 1d20 + 2 ⇒ (5) + 2 = 7

The flesh melts away and sloughs off onto the floor, a great attack!

Round 2: FINALLY, COMBAT.
Buffs: NA
Blue Undead (-13 HP, GH)
Red Undead
Ander
Grunigon (GH)
Bilos
Yellow Undead
Dran (War Mind +1 AC)
Tolvaj
Halali
Kaztor (-8 HP, GH)

SOUTH HALLWAY DOOR (15/15 HP, doesn't act)

[b]Bold may Act![/ooc]


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Bilos begins strengthening the physical bonds of his companion. Dran moves up and invokes holy armor!

The intelligent zombies, somewhat oxymoronic, make smart moves. The first hacks at Kaztor, then steps up in the vacated spot to make space for a buddy.

Blue vs Kaz: 1d20 + 10 ⇒ (8) + 10 = 18

But tactics are useless if you can’t hit anything. The red one moves in and attacks as well though.

Red vs Kaz: 1d20 + 10 ⇒ (7) + 10 = 17

Take advantage of the poor rolls, good luck!

Round 2: FINALLY, COMBAT.
Buffs: NA
Blue Undead (-2 HP)
Red Undead
Ander
Grunigon (GH)
Bilos

Yellow Undead
Dran (War Mind +1 AC)
Tolvaj
Halali
Kaztor (-8 HP, GH)

SOUTH HALLWAY DOOR (15/15 HP, doesn't act)

[b]Bold may Act![/ooc]


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Tolvaj seems confused. He is pretty sure there is an enemy here, but this dang wall and barricaded door seem to be in the way.

As mentioned several times, there is a barricaded door between the group and the zombie by the South Hallway Door. The door HP is even in the initiative tracker. Also I am pretty sure Tolvaj was Incorporeal, but maybe I missed him going back to Ecto mode.

Kaztor fails to come anywhere near hitting his target, he is still reeling from the attack against him.

Halali wisely suggests an alternative weapon and then magically enhances said weapon.

Round 1: FINALLY, COMBAT.
Buffs: NA
Blue Undead (-2 HP)
Red Undead
Ander
Grunigon (GH)
Bilos (Delay)
Yellow Undead
Dran
Tolvaj
Halali
Kaztor (-8 HP, GH)

SOUTH HALLWAY DOOR (15/15 HP, doesn't act)

Bold may Act! Dran and Bilos (if he wants to come out of delay) are up and Tolvaj if he wants to adjust his action.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Post a link of the slides and I’ll swap them in up top. Some GMs also put slides links In their headers and even in any posts that need them. I usually just do my header and up top.

Glad Jack won’t need to burn a replay and we will have a few CLW wands at least. Hopefully Faldon is ok and able to resume posting.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Bilos takes a short break (delay seems to be what he wants?).

Chop Door: 1d20 + 10 ⇒ (11) + 10 = 21 for Slashing: 1d10 + 10 ⇒ (1) + 10 = 11

The last juju zombie to act finishes chopping down the door and moves into the garden up next to the one near Ander. Well, probably. No one can see them but that's what the noises sound like.

The door from the hallway into the garden is still barricaded (It has 5 hardness and 15 hitpoints).

Round 1: FINALLY, COMBAT.
Buffs: NA
Blue Undead (-2 HP)
Red Undead
Ander
Grunigon (GH)
Bilos (Delay)
Yellow Undead
Dran
Tolvaj
Halali
Kaztor (-8 HP, GH)

SOUTH HALLWAY DOOR (15/15 HP, doesn't act)

Bold may Act!


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Bilos continues, "...These are juju zombies, nasty critters. Much worse than normal zombies. They have channel resistance (+4), damage resistance (DR 5/magic AND slashing), immunities to cold, electricity, magic missiles and resistance to fire (10). And obviously have undead traits, which I don't think I need to share with you all since we have fought them a lot."

Ander blasts the visible juju zombie! It isn't as effective as he hoped.

Grunigon wisely steps back and heals Kaztor.

Round 1: FINALLY, COMBAT.
Buffs: NA
Blue Undead (-2 HP)
Red Undead
Ander
Grunigon (GH)
Bilos
Yellow Undead
Dran
Tolvaj
Halali
Kaztor (-8 HP, GH)

EAST CRYPT DOOR (-12/15 HP, doesn't act)

Bold may Act!


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari
kaervek78 wrote:

.The next few on the list that noone played yet are:

0-37: The Beggar's Pearl (1-2, 3-4, 6-7)
0-39: The Citadel of Flame (1-2, 4-5)
0-43: The Pallid Plague (1-2, 3-4, 6-7)

This appears to be the last discussion about the next couple game options. There was also a great comment about skipping the tier 1-7 scenarios until we hit level 3, so my thought is we run 0-39 next. I am cool with buying and preparing it for play if we want to go with it next. Alternate suggestions are also welcome.

-GM TOP, aka Ryul


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Kaz stands by while Grunigon opens the door to look inside.

This vaulted mausoleum holds six large sarcophagi, each bearing the carved image of an aasimar dressed in ornate robes and holding glass spheres in one hand and a bell, a book, or a lotus flower in the other. Innumerable runes crowd the top edges and sides of each sarcophagus. A solid wooden door stands near another door that has been boarded shut.

Before they get a chance to rush into danger, though, danger rushes to meet them. Or... shambles mostly. Rising from among the crypts are humanoid looking corpses wielding sharp looking nodachis!

Initiative
Halali: 1d20 + 2 ⇒ (1) + 2 = 3
Dran: 1d20 + 1 ⇒ (9) + 1 = 10
Grunigon: 1d20 + 4 ⇒ (12) + 4 = 16
Bilos: 1d20 + 5 ⇒ (9) + 5 = 14
Tolvaj: 1d20 + 2 ⇒ (8) + 2 = 10
Ander: 1d20 + 5 ⇒ (13) + 5 = 18
Kaztor: 1d20 ⇒ 1

Enemy R: 1d20 + 7 ⇒ (11) + 7 = 18
Enemy B: 1d20 + 7 ⇒ (16) + 7 = 23
Enemy Y: 1d20 + 7 ⇒ (6) + 7 = 13

The blue cloaked undead monster strides up and hacks really hard at Kaztor!

Nodachi: 1d20 + 10 ⇒ (14) + 10 = 24 for Slashing: 1d10 + 10 ⇒ (8) + 10 = 18

The blade carves right through his armor, leaving a large gash across his chest. Fresh blood splatters upon the crypt floor.

The other foe, blocked from engaging, moves up to a barricaded door on the side wall and hacks at it, trying to break through.

Nodachi: 1d20 + 10 ⇒ (11) + 10 = 21 for Slashing: 1d10 + 10 ⇒ (7) + 10 = 17

And just barely doesn't get through. Probably one more swing would do it.

Round 1: FINALLY, COMBAT.
Buffs: NA
Blue Undead
Red Undead
Ander
Grunigon
Bilos

Yellow Undead
Dran
Tolvaj
Halali
Kaztor (-18 HP)

EAST CRYPT DOOR (-12/15 HP, doesn't act)

Bold may Act! You DEFINITELY know these are undead, but the knowledge check below is needed to know more details.

Trained Knowledge “Religion”:
With a success on your roll I will ID the Undead Creature. This ID will include basic type/subtype and one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Grunigon is miraculously now fully healed!

Head through the door?


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

I can’t recall any attacks on any of you at any point in this mission, including traps and other dangers, so you should have been full HP. Grunigon is thus now only -8.

Halali and Kaztor rush to Grunigon’s side, one helping and the other looking for further dangers. It appears the trap is not resetting, so no current dangers in your immediate surroundings.

The rest of the dwarves stay way back. Probably scared. Maybe hungry. Maybe tired. It has been an exhaustingly long several hours.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

The rogue tries to bypass the trap with a little trick he learned years ago. Pulling a couple small wedges out, he jams the first one into the gap of the pressure plate. He goes to jam the second one in and…

…the plate depresses. He has a fraction of a second to duck for cover as the heavy stone angel wings slam down towards him and…

Attack: 1d20 + 15 ⇒ (5) + 15 = 20 for B: 6d6 ⇒ (3, 5, 1, 6, 4, 5) = 24

…crush the ever living tar out of him.

He lies there, barely conscious, in a lot of pain, but alive. It appears the trap at least would need to be manually reset, so that’s nice.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

From Disable Device Skill: A rogue who beats a trap’s DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. A rogue can rig a trap so her allies can bypass it as well.

You already saw the trap. You didn’t need to roll perception again. Either attempt to disable it, trigger it (or have someone else do it) and hope you/they don’t die, or go somewhere else.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Ander? Are you running way up next to Grunigon and outlining the pressure plate up there? Did you look at where everyone was on the map? I haven't seen your piece move.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

GM Screen:
1d20 ⇒ 16

Grunigon moves up the completely safe hallway, but as he approaches the end he notices a tiny little variation on the floor in front of the doorway. It appears to be a pressure plate that would trigger the angel statue at the end to swing a large blade at anyone within ten feet of it.

Dwarven Stonecunning saved your butt there, at least for now. The pressure plate is in red. The area that would be attacked is in blue. I put Grunigon back where he first noticed the trap.

Halali moves up into the hallway a little bit.

_______________________

The rest of the dwarves suggest doing something else, because why not.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Tolvag finds himself in a small library office, a door is open to the bigger library. Nothing seems out of the ordinary, but who knows really. There are a ton of books one could look through if they had hands that could interact with them.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

The GM unfortunately doesn’t know where anyone is going because no one is moving anywhere, if anyone was intending to do so. The hallway still looks about as interesting as it did when the dwarves opened it.

Tolvag floats through the wall and ends up outside the monastery. It’s boring. He goes back in.

Dran sees no magic in the hall. From a distance it looks like the boarded up doors could probably be broken open.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Alright. We are getting nowhere. I'm going to move us along. This scenario does not fit this group at all. I feel like I am pulling teeth to get posts every step of the way.

The group of dwarves decide a confrontation at this point isn't going to solve anything. They apologize for the interruption and slink away.

But hey, with everyone in the sanctuary, now would be a good time to investigate those 'off-limits' rooms. Maybe they can gather some more information about the evil big boss to help convince the guards of his evilness.

So they head to the statuary hallway and open the door to it.

Most of the everburning lanterns hanging in this hall are dark, but the dimness does not diminish the grandeur of this corridor. Along the north wall stand several statues, each depicting an angel or other good outsider. Some are depicted in dramatic poses befitting a holy warrior. Others have heads bowed in eternal contemplation and hands cupping glass spheres. The southern wall bears a large set of double doors, but these doors are boarded up. Smaller doors stand at opposite ends of the hall. A few bits of stone and other debris litter the floor and a musty odor hangs in the air.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Dran tries to help someone else talk it out.

Tolvag goes the long way to avoid being seen. He sees some small rooms and then a bigger room. With his very short time to search, he finds nothing (failed the perception check). He returns back to the group so he isn’t desummoned.


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Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

You don’t need to physically be next to someone to talk to them. This isn’t melee social combat. :D


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

It isn’t extremely important to all be the exact same XP. It really only matters if we are running something at the top or bottom of our level range and someone might fall out of the scenario. Ideally that won’t ever happen, but some odd scenarios might pop up. I think it should be up to the player how to handle their XP, as long as they don’t drop far from the group.

You can run and play the Confirmation with or for a level two PC too, but it isn’t repeatable in that specific situation. It still remains infinitely repeatable for a level one.

We do not have to follow the idea of working down the list, it was just a decent way of working through scenarios no one or few had played. There should be plenty of scenarios for this group to play, however we figure out what to run next.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Please show the route you take.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

His smile never falters, ”Only those without spiritual purity taste the food thus, it says a lot more about you than us. And as for Gastidem, I shall deal with him appropriately. If there is indeed anything to deal with.”

He rubs his temples and sighs, ”I think I am going to ask you all to leave our sanctuary. We will not turn you away from the temple, it is not our way. But you must stop disrupting our service.”

I could go on for months responding to accusations but since no one is rolling the skill check provided we can just move on. Unless you all wish to use force or go into the restricted area? I will point out that those things are currently morally and legally wrong, but your characters still have free will.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

The priest gives a sad smile, ”Your weak taunts do not influence a cleric of my status. And why should I fight you? I have done nothing wrong. And I doubt Gastidem did anything but lie to save his own skin. I’ll have to have a talk with him later, if he is still alive. See, from our standpoint you are the aggressive attackers. Coming in here making baseless accusations and tromping around tracking dirt everywhere jingling all your weapons around. Maybe you should try harder to complete the peaceful meditations of my flock?”


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

You are in sight of those you can see on the map. I have kept it up to date this whole session.

Several of the monks reply to the dwarf’s voice from the hall, ”No sir. We are not blessed like that. There is only one priest here.”


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

The priest chuckles, ”And we are just supposed to believe you have a mystical magical way to detect evil? And it of course supports your crazy claims? I don’t think we are that stupid.”

Neither the monks nor the asimars detect as evil.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Ander decides to stay quiet.

The asimars put hands on weapons (but don’t draw yet) and the leader repeats, ”We. Will. Not. Allow. You. Inside. Those. Rooms.”

The priest adds, ”And while my followers are peaceful monks, my guards of course will do whatever it takes to protect law and order. Are you dwarves really opposed to that?”


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Bilos feels very quiet and unobserved in the hallway.

Kaztor doesn’t need to move, but his spell is quite observable. It doesn’t seem like anyone knows what he is doing specifically though, fortunately.

Kaztor:
The High Priest has a Moderate Aura of Evil.

The priest gives a jolly laugh, ”Evil Cult? Of course not. My followers are peaceful monks.”


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

The dwarves tromp on into the monastery again, walking right by the sanctuary without even trying to be sneaky and head right on towards the priest's room. As they open the door into the guard's quarters, one of the guards slides back the curtain to the sanctuary and asks them "What are you all doing?"

Grunigon replies that they are supposed to be here, or gives a decently good lie at least. However it isn't in anyway convincing. The guard replies, "Why are you ignoring simple requests? We simply can't let you in there." The three guards appear ready to pull weapons if you continue into the asimar guards' room to get to the High Priest's room. Everyone in the sanctuary is also aware of this conversation occurring, watching closely. The priest up top has stopped his stretching, paying close attention as well.

You may attempt to influence the guards to let you through via Diplomacy (or theoretically Intimidation, though consequences of that is worse).

Unrelated GM Screen thing I forgot to do earlier:
AB: 2d20 ⇒ (17, 12) = 29


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

The dwarves feel the straightest route they know would be going back the way they came. And obviously not just walking through the middle of the sanctuary during the sermon. But it would be walking just outside.

Any sneaking?

The priest welcomes the ‘guest’ and makes a comment that hopefully the rest of them will show up to the next sermon. He begins leading the congregation in some stretches.


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Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Definitely creating them as Core, otherwise reporting gets really wonky.


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Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

We were but things clicked and the GM had stuff already to go. No need to rush.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Kaztor heads on in as the monks all assemble. He takes a seat at an offered mat. Three asimar guards stand at attention on one of the walls (west I think?, I’ll update the map later). A large bodied priest steps up to the raised pulpit and begins talking… but more on that later.

The rest of the dwarves are standing in the garden.

Where do they go and how?

Gastidem as requested collects a sample of leaves and hands them to Halali.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Anyone have any ideas for a group name?


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

I’ll let you take the run, get this thing goin!

Post a link to the slides and I’ll put them up top.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari
Luke_Parry wrote:

Well, how about I run Mists of Mwangi to start? It is a fun little scenario, and one of the very few updated after Season 0 ended.

As far as I can tell, no-one else has played it in CORE.

Dang it. I double checked and have already played that Core. Put a check box on the wrong scenario when I was doing it yesterday.

But I am cool using a replay for it (I have a bunch) or just running 0-39.

——————

Car shopping is incredibly stressful.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari
Luke_Parry wrote:

*Cough*

To help with planning, I have created a spreadsheet where people can record the games that they have already played in CORE :-)

CORE Campaign Tracking Sheet

Thank you for doing that!

Added my games. Updated the red highlighted scenarios that indicate at least one of us has played it. I also added a 'G' on any that I have GM'd. I also blacked out 10-10: Shattered Shield. It is well recognized as being a poor scenario. Still need a couple GMs to update, unless the rest of you have never played a Core scenario.

I have a lot of replays, as I guess some of you all may also have. But we should definitely try to do ones we haven't played first.

_______________

Since it appears we aren't really going hard at any faction missions, I am cool with just starting at the top and working our way down. That would mean 0-33: Assault on the Kingdom of the Impossible would be up first.

_______________

And yes, while that great blog post had links to all those, it would require you all to *gasp* download the pdfs! These links below do not require such shenanigans. :P

Faction Journal Cards Season 10

Roleplaying Guild Guide Season 10 (Faction Traits & Core Wayfinder)

Additional Core Traits (and Extra Traits Feat)


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Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Yeah, I can run first.

How is everyone else’s character creation? If things are going smoothly and we figure out a good scenario to start on, we could probably start Monday-ish.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

The dwarves come to a democratic conclusion that trying to sneak in during the sermon is the best option.

They wait a half an hour for the sanctuary to start filling up with monks.

Who is where? Who is trying to sneak? Is anyone or everyone going into the service? How and where are they sneaking from and too? I know you have a phantom that can walk through walls, so these questions are important.


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Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

The concordance can certainly be done, there are probably more than enough scenarios for that, honestly.

So probably the exchange and the concordance? Hell, we could all pick completely different ones and then just feature a player’s faction each session. I am open to a lot of ideas.

The boons and FJC aren’t even that important. I just enjoy adding them in for flavor and RP. What is most important in my mind is a moderately cohesive group with all of us having fun.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Gold finger trait from the exchange faction.

I am having issues linking things properly on my phone, but in the next day or two I will sit down at my computer and link the faction journal cards, the additional allowed core traits and the role playing guild guide (which has faction traits). That should cover the rules for Core and all the allowed extra traits and feats and items that aren’t in the CRB. I also use the old legacy rules site to help me build Core PCs. I’ll link that then too.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Here are the season ten faction journal cards.

The cards also give a nice summary of the factions. With seven PCs rotating we could pretty easily pick two or three factions to focus on, splitting into groups of two or three. Most scenarios are pretty stand alone too, so I don’t think we need to go chronologically or by seasons or anything, though working through a season can give some nice continuity.

I believe a starting character must pick one of these factions. Scarab Sages is allowed, but only if your PC started as a Scarab Sage during a season that had them. In addition, The Concordance only had one or two seasons of missions, so that one is probably out too.

I don’t know which faction I want to pursue yet with my elfy.

——————

Thank you for the pc summary, at least as clear as it is known. I see my PC as mostly a tank build. Solid AC and HP, some defensive spells, some offensive, some group buffs. As a wizard he can tailor spells a bit depending on what is needed each session. Early levels will of course be mostly chop chop.

In scenarios I have not seen a ton of need for a rogue. Occasionally for sure, but if we only had one PC and even if they only dipped one level into rogue, that seems like it would cover 99% of those needs. There are still other good reasons to play or dip into a rogue though, so build away!

With one Cleric and a Druid and probably a Bard we should have enough options to cast an emergency heal or two when the cleric GM’s. And it looks like we will have a fair bit of arcane and divine casting coverage.


GM TOP wrote:

I am very thrilled to see so much activity in this thread. It gives me hope my plan here may work.

Do you want to join a GM Rotation and run some society games? It'll probably be Core and hopefully get some weird prestige classes eventually and focus on two or three factions.

If so click here and read a bit more about this amazing opportunity! One week to apply.

We are full up!

Would the following GMs report to gameplay and discussion if you haven’t already.

phaeton_nz
Luke_Parry
kaervek78
bluedove
Ispen Ironblood
John Woodford


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

It looks like Dran and Kaztor want to try to rush him now. Grunigon, Bilos and Ander seem to be leaning towards trying to sneak into his quarters during the distraction of the sermon. Halali? Others change their mind or got misinterpreted?


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Most times with Play by Post the chronicles are completed and a link to everyone’s is put in chat. They usually are in a Google files folder, sometimes Dropbox. Sometimes they are emailed. A few people use rpg chronicles to do them which allows most of the record keeping and if you pay their fee they do the emailing for you.

Management of the sheets wise, I prefer to let my players do all that stuff on their own. Mainly because it is really difficult to sit down and work through all the purchases and updates for each person, like you could at a Face to Face table. A lot of players manage their own characters almost completely but also post major purchases in the group thread as an additional and public record.

To a question we had in recruitment. To make chronicles for players I used to use adobe. They got very picky about both protections and subscriptions, so it made it impossible to do anymore. I use Microsoft Edge now to view the scenarios, separate out the chronicles using print to pdf, and edit the chronicles. Maps and handouts have to usually be screenshotted to get for slides.

There are definitely a few ways to do it all.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

And that's it. I'll give everyone a couple days to grab chronicles and make this inactive. Thanks for playing!

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