Machine Soldier

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4,950 posts. Alias of Chainmail.


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I guess we are reaching a point where expectations are not being met. Surprise rounds are gone in 2e — sneak vs per drove off Iraydiel. Rather than have the dinos attack prone party members sleeping, I had them attack the sentry. Makes sense, but not optimal ‘TPK’ strategy.

I do not see that the mules will be trained to be on watch unless they are significantly different than mules I have known on my aunt’s farm. So I would likely not allow mules on watch with the resources you have now.

I guess we also question the range at which the encounter should start. With only hearing and limited LOS how close can predators get. I feel rangers/rogues/stealth is important and pc rogues/rangers need a single roll to get ‘in place’. This makes characters that do that more viable. Sneaky creatures get the same benefit in my games now in places with limited LOS.

So rather than continue a game that does not meet expectations in many ways, we will end the story here. It should be enjoyable for all involved.


But these are hidden rolls. I do not know if I want to roll your hidden rolls openly. They were obfuscated intentionally, but looking back you can see now who critically succeeded on search checks with the blite order. If you roll a 1 to recall knowledge and get bad info, are you going to pull out a bludgeoning weapon knowing it doesn’t have a weakness to bludgeoning as a player?

And again you are not supposed to be knowing hidden rolls. I guess there is a lack of trust my home groups and start playing groups don’t share. We roll GM blind all the time and don’t need to check the results.


Let me see if I can think of a way to make the requested adjustments without slowing the game down. I typically rolled all the hidden checks. Roll 5d20 using my BLITE algorithm (BB, Lyra , Iradiel, Tibold Edoom) and applied mods for search and recall know. I guess it came across as arbitrary with no player agency.. To let you know and roll all the hidden checks will be a major change.


Grimly follows the sequences with the glyphs bowing and staying low feeling that the logical warning is a trap aimed at the upper part of the body.

Believing in justice, Grimli’s dedication to law and justice is heartfelt.


Yes, we tend to take the weekends off and I wanted to give Lyra a chance to post, which happened on Friday. I am still considering Edoom's comment about giving you a break.

I didn't think the first chapter was too challenging, but the hexploring content is quite different. Following the camping rules as written will lead to encounters where the enemies seem prepared and you don't. This hexploring AP may be a poor fit for the expectations of the players.

I am considering to recruit a fifth and not adjust encounters so the game goes to easy mode.

Do you really feel that NPCs bailed you out in the first book? I mean wasn't the ogre and giant bosses pretty easy?


Two dinosaur predators appear out of the brush and brutally attack Brightberry and Redleaf. Redleaf makes a keening scream as Brightberry goes down, and is attacked by the second predator before falling unconscious. Brightberry falls on top of Edoom and the rest of the group awakes.

Order
Party in any order prone
BB and redleaf unconscious

Dinosaurs


hidden:
strike: 1d20 + 10 ⇒ (13) + 10 = 231d20 + 5 ⇒ (19) + 5 = 242d6 + 12 ⇒ (5, 6) + 12 = 23strike: 1d20 + 10 ⇒ (12) + 10 = 221d20 + 5 ⇒ (7) + 5 = 121d6 + 6 ⇒ (5) + 6 = 11


Yes, best of luck!!


No hurry I will be updating Mon or Tues


Initiative at camp
Lyra: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
Edoom: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
Jade: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4

Brightberry has some action on watch.

Feel free to position BB on map


Daily Update
You set camp in a nice area by the waterfalls.

hidden:
1d3 ⇒ 1BB/R? per: 1d20 + 7 ⇒ (4) + 7 = 111d20 + 4 ⇒ (7) + 4 = 11stealth: 1d20 + 6 ⇒ (12) + 6 = 18


Warren consults his maps and Hoot.

After Hoot whistles, Warren gives him their report.


if you are restored to full Hit Points and rest for 10 minutes or have a successful treat wounds, all wounded goes away


The wolves drag off the boar carcass, giving you what appears to be an approving look. This allows healing magic to restore the group to full health and the travel continues to Oleg's.

hidden:
1 no rest: 1d20 ⇒ 11travel check: 3d20 ⇒ (2, 12, 8) = 22

The path continues toward Oleg's as the Shrike river drops in a series of ten to thirty foot smaller waterfalls to the southeast.

It would be a feat of climbing, which your mules cannot follow, along the series of water falls.

As you camp outside Brevoy and finish mapping a land that seems unremarkable and flat, you set your first watch schedule in newly explored territory.

Assuming three watches, or two very long watches, set the watch order


random background: 1d20 ⇒ 13
13 Acolyte. You're well trained in religious rites and doctrines

HA THAT FITS

From recruitment, do you want me to reroll?

This was added to character sheet
Grimli has experience with religious sites and rituals


Klaus looks good. He will be in the Greenbelt.


Daily Update

hidden:

errant: 1d20 ⇒ 18

After Lyra misses the boar with two arrows, it escapes rushing back the way it came.
The wolves look at their prey and do not give chase. They look in your direction. They are obviously interested in the boar carcass.

Edoom's condition worsens, but then Redleaf takes and restores him.

Edoom wounded 3 7 hp

Out of combat


Daily update
Round 2 Recap

After Edoom is hit by a boar, the group springs into action.
Jade rains down snow and fires water at the boars.
Edoom and Brightberry bring down the male boar, but the boar appears to be ferocious. Lyra finishes the ferocious boar off with a nasty strike and wounds the female boar hit with cold, electricity, and now a vicous slice.

The boar critically strikes Edoom knocking him down. Then it strikes Jade with her tusks and runs down the road.
Edoom dying 2 Jade 12hp damage

One boar down one wounded (-14)

hidden boars:

REF boar1/2 ice/elec: 1d4d20 ⇒ (6, 9, 13, 4) = 32
attack: 1d20 + 10 ⇒ (17) + 10 = 271d20 + 5 ⇒ (19) + 5 = 24
damage: 2d6 + 4 ⇒ (6, 1) + 4 = 112d6 + 4 ⇒ (4, 4) + 4 = 12
wolves: 6d20 ⇒ (5, 6, 2, 19, 1, 13) = 46

Three wolves pounce on the boar, ripping it up. The boar avoids a death blow, but is very wounded and surrounded by three wolves.
boar barely conscious wounded 1

Order
Party

Boar
3 wolves


But I think it advanced the discussion of what OSR games were popular with the player base.

Definitely a good thing to do.

Shadowdark is just one of many.


Hey, this thread didn't pan out. Let us learn from it.

This one didn't either

Brainiac seems to have done a great DCC funnel--Sorry I missed it. If I ever do one I will check that one out. Keep me in mind for future OSR games.


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I was running the Gauntlet to start, but interest has faded. I think I may have driven some applicants away.

Dejoker is running Gorgan Colony. I think he is starting soon. Seems to have enough characters to go.

I was going to run a classic module like Keep on the Borderlands, but Shadowdark seemed to be suited to homebrew or the modules released for it.

Anyway, this is the place to be now!!


It wasn't the intent to drive people away but to encourage people to try Shadowdark, but if that is the case, I will halt world building for now.

OSR games haven't had many recent successes on these boards. Maybe it is better left up to someone else to carry the Shadowdark torch. And yes, carrying the torch in Shadowdark is an important duty.

It does turn out there are some great Gauntlets written for the game. If anyone wants to run one, count me in. Feel free to grab any content I started to make in gameplay--I was going to start simple.


From the wiki: The original version of D&D (1974) allowed players to choose among three alignments when creating a character: lawful, implying honor and respect for society's rules; chaotic, implying rebelliousness and individualism; and neutral, seeking a balance between the extremes.

So, I like to go retro.

If you want to call yours Good, neutral and evil -- I can see making that the more "intuitive" call.

I just like the retro names and being consistent with the Shadowdark RAW.


Some of us old school guys remember when there were only three alignments.

Since chaotic was what bad guys were, you were lawful or neutral. Neutral characters were like Han Solo before he fully converted to be lawful (good). I have no problem with you moving back to the nine alignment system. I will keep the Shadowdark simple system as then I would probably have to make the deities more complicated too. I am embracing the Shadowdark back to simpler times idea.

I am also thinking of having a week of PbP time equal an hour of torch time. I will probably do 5 posts a week, so 5 full crawling rounds will be an hour equivalent.

I like the attack the light theme that enemies may have. The one holding the torch is an obvious focus when the dark is dangerous. We are bringin some dwarves, so we may not be as scared of the dark. But, if dark means constant swarms of monsters, we will be fighting to keep the light too.

And, I still need to get on Discord.


I am watching some of Kelsey's Shadowdark videos. Trying to prep and learn first.

The always keep initiative is HORRIBLE for pbp. Players get input daily, so holding the game up daily for a single player check in will NOT happen.

I will be trying to keep a block initiative (ALL PLAYERS) then (ALL MONSTERS) where possible to keep combat flowing.

The torch timer is a fun mechanic too. Reminds me a bit of darkest dungeon.


Fixed the link here in the SD interest thread.

We will see if the others can find us here now.


This is the link you want

DJs game going first


Daily Update -- Boars on the road
Round 1

Edoom fired an arrow, barely grazing one of the boars.
Brightberry launches an arc of electricity, but the electricity seems snap at about thirty feet and crackle the air short of the boars.

Hidden:
1Edoom 2 Lyra: 1d2 ⇒ 1charge>>: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 252d6 + 4 ⇒ (6, 2) + 4 = 12strike: 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 62d6 + 4 ⇒ (6, 4) + 4 = 14charge>>: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 142d6 + 4 ⇒ (1, 2) + 4 = 7strike: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 122d6 + 4 ⇒ (5, 1) + 4 = 10

The two boars charge then try to gore Edoom. The initial charge from the male strikes true, but Edoom dodges the rest of the attacks. The boars seem to be in the range of the crackling electricity for next time.

12hp of damage to Edoom
ORDER
Party in any order

Two boars (one -1 hp)


There are two games currently recruiting.
DJs game will probably start first.
The second game will be more selective.
May include grabbing successful players from his game and has a priority for those running Shadowdark games.

DJs first game

My Second Game


hidden:
1d20 + 7 ⇒ (13) + 7 = 20

While domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the lumbering, primeval beasts known as daeodons are less so. Voracious eaters, boars can ravage the countryside in which they live. Boars breed freely, and a pair of boars can rapidly grow to a large family. Boars are a particular nuisance to farmers, as they break into food stores and root through gardens to sate their hunger.

These particular boars are territorial and do not like your presence.


I think we have five interested so far in the Guantlet, a brutal prelude to a Grimdark megadungeon.

I am still constructing The Guantlet, but it will be similar to "The Games" in the latest D&D movie.


The wolves have continued to follow you at a distance, but no hostile actions have been taken by either side.

Brightberry informs you the wolves did not seem skinny or malnourished, but the last settlement seemed full of trappers and hunters.

hidden:
4d20 ⇒ (17, 4, 3, 12) = 36

Wolves live and hunt in packs, which, contrary to popular belief, are not led by the strongest in the group, but typically consist of a mated pair, their pups, and juvenile offspring from previous mating seasons. Offspring generally leave their parents’ pack upon reaching maturity, at which point they seek out mates of their own to go form their own packs elsewhere.

Humanoids are not traditionally viewed as prey animals by wolves, but extraordinary circumstances can lead these animals to attack people, especially in winter months and other situations where traditional prey (deer and elk, mainly) is scarce. Some beings, such as powerful vampires, can call upon wolves to aid them in combat.


daily Update
Initiative

Lyra: 1d20 + 7 ⇒ (2) + 7 = 9
Edoom: 1d20 + 6 ⇒ (18) + 6 = 24
Bberry: 1d20 + 6 ⇒ (17) + 6 = 23
Jade: 1d20 + 4 ⇒ (3) + 4 = 7
Enemy: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22

The party continues to follow the road and river. After moving through the road, a few wild boars are seen rooting around in the light underbrush.

Both Edoom and Brightberry react to the sudden appearance quickly.

Order
Edoom/Brightberry

Wild Boars


Lady Jumandi thanks you profusely for your aid. The money in the treasury Lady Jumandi considered to be her property. Any weapons, potions, and armor that you found she would like you to keep.

Lady Jumandi does inform you that she will need to reequip and restaff her forces, and any equipment (weapons and armor) that is left behind will be put to good use. Nevertheless, she generously offers for you to take all that you can carry to start your new kingdom.

Sorry if I was being unclear. Did you intend to buy a wagon and put the things in the wagon "to carry"?

Are the items being offered to her to buy more than you can physically carry using normal encumbrance rules?


If the equipment Lady Jumandi was offered to buy for 105 gp is more than you can carry and at half purchase cost, she will pay but not offer the magic weapons. Sorry I missed that in bookkeeping post.

You can buy +1 weapons for 35gp plus cost of weapon in Brevoy and save 2 days. Sounds like you come out ahead this way in time and gold.

I totally missed that post Lyra—sorry bout that.

Now that we have a fifth the 105gp sale hits WBL better!! The medallions were supposed to help too.


hidden:

RE flats: 2d20 ⇒ (4, 7) = 112d20 ⇒ (15, 17) = 32
hidden: 2d20 ⇒ (10, 19) = 292d20 ⇒ (15, 17) = 32

Daily update -- hexploring day 2 -- we havent had one of these in a while

During the middle of the third day Lyra and Edoom notice three wolves that seem to be following your group in interest. Brightberry identifies them as a mated pair with a near adult cub. They follow but do not close the distance, content to match your pace and keep near the brush by the river most times.

Making camp you set a careful watch and nothing happens until morning. Lyra and Brightberry find signs of wolf prints nearby next day most likely from one of the adult wolves.

Token moved staying in Brevoy and following river and road


The weather is the middle of spring, perfect for traveling.

The mules are saddled, the feed is purchased, and provisions are stocked in the saddlebags.

The travel from Restov, the cultural center of Southern Brevoy leads straight west. After two days, you arrive at the southernmost village in Rostov, Nivakta's Crossing. An alert assemblage of traders, hunters, fishers, and trappers watches you intently. The village is surrounded by a wooden pallisade for defense on the NE bank of the Shrike river. A low bridge allows access over the river to the south while the SW side of the bridge is fortified with well-manned guard towers.

Edoom mixes with the hunters a bit, and they share with him tales of Maeger Varn and his sturdy warriors into the Nomen Heights. The impressive mercenary company is the talk of the town.

There is a high priest of Pharasma in town, and she can be found at the only church if needed. You prepare to cross into the Rostland Hinterlands.

Edoom and Lyra seem to interest the locals who share:
In the southern Stolen Lands dwell a lizard group led by a lizard king who talks to his dead ancestors.
The hunters speak of a Swamp Witch who is friendly if you call out to her before visiting and going in her yard. She turns trespassers into scarecrows cursed to serve her forever.

Token moved on map

hidden:

6d20 ⇒ (17, 12, 3, 20, 20, 18) = 90

You can continue in the well traveled land west or cross the bridge to explore lands south and closer to Maeger Varn's charter.


Pack mules (2gp each) are for sale—optional saddle bags .2gp each as accessories. A wagon is 25 gp and needs two mules or draft horses {same price as mules}

”These are domesticated but not combat trained or named. If you want the wagon I would stick to roads.”
says the man at the livery.


Shadowdark is one action economy! You get a near move for your turn for free at any part of your turn.
Standing up and potion quaffing is typically free too!!
You get ONE action for your turn which can be another near move
Cant get any easier!!

COMBAT TURNS
Characters can take one action
and move near on their turn,
splitting up the movement
however they want. Characters
can move near again if they
don't take an action.
ACTIONS
Melee Attack. Melee attacks
use melee weapons. Roll 1d20 +
your Strength modifier + talent
bonuses. You hit the target if
your total is equal to or greater
than its AC.
Ranged Attack. Ranged attacks
use ranged weapons. Roll 1d20 +
your Dexterity modifier + talent
bonuses. You hit the target if
your total is equal to or greater
than its AC.
Cast A Spell. Casting a
spell takes one action (see
Spellcasting on pg. 44).
Improvise. Do an improvised
action, such as swinging across
a ravine on a vine. The GM might
determine it requires a stat
check or attack roll.
Multitask. Characters can do
small, parallel tasks on their
turns, such as standing up,
speaking, activating a magic
item, or quaffing a potion. This
doesn't typically use their action


So, this will stay the hub on Paizo for Shadowdark goodness.

There will be a Discord server for those who like that.

At the moment, there are two active recruitments and a potential third in the works (no spoilers).

I made a character near the penal colony. Should be fun.


I make all the rolls for my five chosen players in one dramatic post of massive random number goodness.

I will be rolling for 3x5 = 15 level 0 peasants

So up to you if he can keep them.


Thanks for your interest Brainiac.

DCC as a system intrigues me — if only the foundry module was half as good as PF2E!


The group takes two days as the master craftsman moves two potency runes from the mace and long sword with the Aldori crest.

None of the other groups have taken a wagon, and lady Jumandi discourages you from doing so. ”A wagon in bandit lands is like blood in the water among sharks.”

After two days the heroes prepare to head west.


I am up for a discord server.

Dejoker is setting up an adventure and I am too.

I am doing a longer recruitment, he is ready to start now.

He is doing level 1 start -- I am doing level 0

And we are talking to make each others game as good as we can and bounce world creation ideas off of each other.

If anyone else wants to start a game, and drop it in our world, they are welcome.


Will be making a dwarf cleric soon.


Two runes—each take one day.

Pathfinder 2e fighters already have ‘crit specialization by the new rules (expert in most weapons)


Oops, good call there.

My level 0 start skips that step as 0 is even!!


Dwarf cleric coming.

Low CHA, definitely a dwarf!!

15 WIS/CON 14 DEX and an 8 str, guess a dwarf cleric with a crossbow.

Thanks for getting us started!!

He will be preaching the law. This dwarf cleric has the law tattoed all over his skin like someone who believes this makes the law more sacred.

Maybe look into seeing about the old holy water sprinkler as a weapon too. If not, a hammer is always nice!!

Thanks for kicking this off, if scranford is crawler 1 (first to roll), maybe I can be crawler 2!!!


We can wait another day for a character change.

Does anyone have a problem with the daily posting requirement?

I am trying to play an alchemist in Jade's new Mantle of Gold group.


Count me in!!

You can roll my Stats!!

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