Undead Painting

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Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

DM Screen:
Grey Reflex: 1d20 + 1 ⇒ (5) + 1 = 6
Grey Strength: 1d20 + 4 ⇒ (15) + 4 = 19

The hindmost clumsy construct is glued to the floor by Mantis's strange weapon...but not for long; after a short struggle, it bursts its bonds!

The other two continue to slowly accrue further junk from around the chamber to replace what they've been losing.

The darkest one continues its duel with the darkest party-member...

slam: 1d20 + 10 ⇒ (20) + 10 = 30
Uh-oh..!: 1d20 + 10 ⇒ (12) + 10 = 22
CRITICAL HIT!: 2d6 + 8 ⇒ (5, 6) + 8 = 19

slam: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d6 + 4 ⇒ (5) + 4 = 9

...and impales the poor sot straight through the shoulder, while landing a less spectacular, but still solid blow to his massive Wayang schnozz...and as if that were not enough, the junk-swarm seems to sense Strafe is being hemmed in, and goes to work with countless tiny screws, barbs, prongs, and who knows what else!

swarm: 2d6 ⇒ (5, 3) = 8

His entire body (but especially his head) begins to flare with a mysterious buzzing agony....

ROUND 2:

?
___________________
Sirlicks (flagging, heroism, Courage +2, flag +1), Strafe (7/51, Courage +2, flag +1, make 3 Fortitude saves; be clear which one is VS the swarm), Zarta (Inspiring), Mantis (Courage +2, flag +1)
___________________

KILLER-JUNKHEAPS SORTA FROM BEYOND!:
Grey KJhSfB
Black KJhSfB (-34)
White KJhSfB (-46)
___________________

Sadaf and Danduun (Courage +2, flag +1), Linka (Courage +2, flag +1), Seltyel (barkskin, Courage +2, flag +1)


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Mantis, would you please link details for these "tangleshot bolts"? I cannot find them in the Archives of Nethys.

While we're on the subject, everyone, it would be very helpful to me if you were to link such details whenever you used an uncommon item or spell or feat or whatever. Just embed it in whatever else you've written.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
Mantis Outman wrote:
I would like to confirm if Woodland Stride work on those fungi

That is an excellent question!

The Scenario appears to be silent on the matter, but considering how it seems to otherwise behave like normal fungus, and that ability's open wording, I'll say yes.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Did you see your updated Chronicle? I sent it last (my) night.

Also, might I suggest you pick up some tennis gear, so you're really prepared in the event you should run into your new Favored Enemy!


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

I have to say: You are nothing if not an uncommonly-good party for this fight!


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

With his supernatural fortitude, Seltyel overcomes the fungal toxins with ease.

Strafe earns his name as his acid flask sails to the far side of the junk-swarm's reach, spilling its payload across the mass along the way; the result is an odor like qlippoth shoe-polish, and severe depletion of the swarm's components...but the threat is not neutralized yet.

ROUND 2:

?
___________________
Sirlicks (flagging, heroism, Courage +2, flag +1), Strafe (43/51, Courage +2, flag +1), Zarta (Inspiring), Mantis (Courage +2, flag +1)
___________________

...THINGS!KILLER-JUNKHEAPS SORTA FROM BEYOND!:
Grey KJhSfB
Black KJhSfB (-36)
White KJhSfB (-48)
___________________

Sadaf and Danduun (Courage +2, flag +1), Linka (Courage +2, flag +1), Seltyel (barkskin, Courage +2, flag +1)


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
I'm DMing In Your Closet wrote:

Does the character you are presently playing have any of the following Chronicles:

#35: Voice in the Void?
#3–07: Echoes of the Overwatched?
#6–02: The Silver Mount Collection?

** spoiler omitted **

Linka and Mantis, it appears I still have not received your answers to these.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
Seltyiel Half-Elf wrote:
If touching/crossing the vines is dangerous, I am not going to do it a second time in my turn. And I would have changed my route to end in front of the golem, if can attack in the same turn. All that depending on which squares cost double. If attacking is not possible in this turn, I would not have done a double movement to finish exposed in front of the enemy. Instead, my standard action is to prepare an attack against that any golem that moves within reach.

Again, this much ooc text is a good indicator that it would be better in this thread. That out of the way:

Seltyiel Half-Elf wrote:
If touching/crossing the vines is dangerous, I am not going to do it a second time in my turn. And I would have changed my route to end in front of the golem, if can attack in the same turn.

Sensible.

Seltyiel Half-Elf wrote:
All that depending on which squares cost double.

See the yakisoba-yellow strands everywhere? Any square with more than a bit of those is both a hazard and an obstruction, ditto those "trees" (see the earlier link to the foliage mechanics) - by contrast, that space 3 above your present position and just below the "G3" marker has a bit of strand in it, but I will rule that those don't count. The spot you are presently in is (literally) a corner-case, but I will be kind and say it's safe too.

Seltyiel Half-Elf wrote:
If attacking is not possible in this turn, I would not have done a double movement to finish exposed in front of the enemy. Instead, my standard action is to prepare an attack against that any golem that moves within reach.

Granted. Would you like to keep the rolls you made before, or roll new ones?

I'm DMing In Your Closet wrote:
If your character were a type of candy, what would you be?:

Also, I still need this very critical information from you! Reasons.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

That much I know.

Seltyel, you did catch that the strands are heavy undergrowth, right (and the mechanics for such)? I'm going to have to say you could only have made a double-move that round.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

DM Screen:
W Ref: 1d20 + 1 ⇒ (3) + 1 = 4
F regen: 1d3 ⇒ 2

Strafe overcomes the sensation.

Sadaf's flaming sphere leaves a nice trail of molten slag as it steamrolls the junk-swarm, and Danduun wrecks a few select pieces from it.

Linka opts to follow Strafe's lead, and tosses an incendiary down upon the black golem.

As Seltyel clambers over one fungal strand and then another in his effort to reach the foe, he notices it is very foul to the touch...give me 2 Fortitude saves.

The fungal strands begin to spread again after shriveling under Zarta's wand...but she waves it again, and far more shrivels than regenerated!

ROUND 2:

?
___________________
Sirlicks (flagging, heroism, Courage +2, flag +1), Strafe (43/51, Courage +2, flag +1), Zarta (Inspiring), Mantis (Courage +2, flag +1)
___________________

...THINGS!KILLER-JUNKHEAPS SORTA FROM BEYOND!:
Grey KJhSfB
Black KJhSfB (-36)
White KJhSfB (-33)
___________________

Sadaf and Danduun (Courage +2, flag +1), Linka (Courage +2, flag +1), Seltyel (barkskin, Courage +2, flag +1, make 2 Fortitude saves)


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

My mistake (the part about bludgeoning comes as a particular surprise!).


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
Linka Wind wrote:
Long time indeed. I've been in stasis while time jumped forward.

I wish I could say I didn't know the feeling....

Sadaf Kargar wrote:
Sadaf then directs Danduun to attack the mass as well.

How is Danduun attacking the swarm? Regular attacks are worthless against swarms, your character would know that as a common-sense matter.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
Sirlicks Alott24 wrote:
spellcraft is base 15 +2 hero +3 dm bonus I cannot fail any of those.

OK then.

Mantis Outman wrote:
Since I am at Lv5, it will grant +2 Nat Armor.

It was possible you had one of any number of tricks for increasing CL or whatever.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

It is all the predominantly-grey thing can do to clamber its way through the heavy fungal strands (double-move).

Meanwhile, the vast mass of glimmering, vicious-looking particulates swarms over the fungal masses with indifference, making its way to within just a few feet of most of you!

Finally the one Strafe just struck assimilates a few stray nuts and bolts into its form - the damage he did is slowly being unmade before his eyes!

It clambers over the massive fungal tangle between itself and Strafe, leaving just enough momentum to strike back!

SLAM!: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d6 + 4 ⇒ (4) + 4 = 8

A nasty spike stabs straight into the side of Strafe's jaw, and...what is this sudden, horrible sensation!?! Strafe suddenly feels as if there are angry bees in his head or something...!

ROUND 1:

?
___________________
Sirlicks (flagging, heroism, Courage +2, flag +1), Strafe (43/51, Courage +2, flag +1, make a Fortitude save!), Zarta (Inspiring), Mantis (Courage +2, flag +1)
___________________

...THINGS!KILLER-JUNKHEAPS SORTA FROM BEYOND!:
Grey KJhSfB
Black KJhSfB (-17)
White KJhSfB
___________________

Sadaf and Danduun (Courage +2, flag +1), Linka (Courage +2, flag +1), Seltyel (barkskin, Courage +2, flag +1)


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

We've barely started; if you want to you retcon having bought that beforehand, I'll let you.

Would you mind reminding us how much armor your barkskin spells grant?


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Strafe makes the most of the trail opened up by Zarta's wand, and expertly tosses an incendiary at the nearest misbegotten menace - BOOM! That certainly left a mark.

Spellcraft DC 20 to identify the spell in Zarta's wand:
blight

ROUND 1:

Sirlicks (flagging, heroism, Courage +2, flag +1), Strafe (Courage +2, flag +1), Zarta (Inspiring), Mantis (Courage +2, flag +1)
___________________

...THINGS! KILLER-JUNKHEAPS SORTA FROM BEYOND!:
Grey KJhSfB
Black KJhSfB (-19)
White KJhSfB
___________________

Sadaf and Danduun (Courage +2, flag +1), Linka (Courage +2, flag +1), Seltyel (Courage +2, flag +1)


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
Sirlicks Alott24 wrote:

spellcraft

[dice=spellcraft]1d20+15

Pass along what I find out to the party. I doubt we have any of those spells but just in case.

Sorry if I confused you somehow, but this sort of thing is for the Gameplay thread - also, those are all individual Spellcraft checks for you to be familiar with individual spells, not 'cumulative knowledge' like what you might see in mission briefings, so you should make 3 more.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

If you still want to, there's no particular reason not to! In fact, I was just going to say that if you want to keep your rolls from before, you may do that too.

I just thought that given your stated reason for throwing fire at them was that you mistook them for plants, I would permit you a chance to reconsider in case, for example, you had another weapon of a different but equally-effective damage-type that carried other trick to boot.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Sirlicks Alott XXIV has never seen nor heard of anything quite like these horrors - nevertheless, they remind him of junk golems, so he based on that and their visible composition, he deduces that they:

- would be somewhat difficult to damage without the deepest-cutting of weapons (DR 5/adamantine).

- don't have any particular resistance to the elements; there seems to be enough wood in them to burn, cold could warp their component-structure enough to threaten their functionality, acid does what acid does, electricity might turn metal to slag or literally turn its components against each other in that mysterious manner alchemists have long known of, that sort of thing.

- might be able to inflict serious internal injuries with their varies hooks, barbs, needles, and bizarre mechanisms reminiscent of surgeon's tools, and even bungle their way into handicapping you in whichever faculty you most pride yourself on!

- are likely hard to put down in an environment like this, which is so riddled with potential replacement-parts (they are anything but picky) that they could quickly incorporate them to repair themselves (fast healing 2 when in an environment such as the one provided by this storage-chamber).

- are probably enough like golems, to be bad news for magic: Golems aren't simply resistant to spells, they are generally impervious to all but a scant few that varies with the construct's construction (immune to any spell or spell-like ability that allows spell resistance, with the following exceptions). He knows the grease spell would work on them, but that would be a BAD idea, it'd only make them more effective! Likewise, shatter would probably be a good way to discombobulate them for a moment, but after looking at the army ant-like mass shifting and shuffling in the back there, he has to wonder whether it would be worth it.

The other possibilities are not on the Bard list, so I think it's appropriate to ask you for some further Spellcraft checks to know about the other possibilities - but considering your excellent Knowledge roll I will allow you a +3 bonus on them:

SIRLICKS ONLY Spellcraft DC 16:
Hold portal would cause it to partially lock up as the slow spell for a brief time, and also ruin any effects on it that might function to the contrary.

SIRLICKS ONLY Spellcraft DC 17:
Arcane lock would cause it to partially lock up as the slow spell for a brief time, and also ruin any effects on it that might function to the contrary.

SIRLICKS ONLY Spellcraft DC 17:
Wood shape could deal it an injury as effectively as the stroke of a greatsword against your own flesh, and it would be defenseless against it.

SIRLICKS ONLY Spellcraft DC 19:
Rusting grasp could deal it an injury as effectively as the stroke of a greatsword against your own flesh, and it would be defenseless against it.

ROUND 1:

Sirlicks (flagging, heroism, Courage +2, flag +1), Strafe (Courage +2, flag +1), Zarta (Inspiring), Mantis (Courage +2, flag +1)
___________________

...THINGS! KILLER-JUNKHEAPS SORTA FROM BEYOND!:
Grey KJhSfB
Black KJhSfB
White KJhSfB
___________________

Sadaf and Danduun (Courage +2, flag +1), Linka (Courage +2, flag +1), Seltyel (Courage +2, flag +1)


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
Sadaf Kargar wrote:
I'm DMing In Your Closet wrote:
Is there some reason Danduun's initiative modifier should remain in the roster anyway, or shall I henceforth remove it?
Yes, thanks, the initiative of the animal companion is there because in situations where his master is attacked before the master acts, the animal companion would defend and therefore act before the master. Does that make sense? Thank you!

What you are saying is you DO still want it in the roster?

It...sort of makes sense, but it sounds fairly contingency-heavy; it reminds me of the Swashbuckler's Parry/Riposte gimmick (and why I avoid it). How would that work in PbP, exactly?

Also, I should've addressed this before, too:

Sirlicks Alott24 wrote:
move, have shimmerwing fly up 15 enough to get out of range from these creatures- (I am not sure how to mark height)

What I've learned to do is simply add a small text-indicator next to your character(s), preferably in a distinctive color/font to make it clear whom it is indicating, with "15'" or whatever - and make sure to use the correct notation.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

(Arcana); I did say so, but I understand if it got lost in the text.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

I want to remind everyone that this is the thread for OOC Discussion of mechanics and planning ahead and such (hence the name), so please use it for that whenever (the following is only a guideline) you find you'd be writing more than 1 sentence or two of OOC text in Gameplay. These adventures can be great fun to simply read through as a story after they've been completed, so please Keep The Gameplay Thread Beautiful.

ANYHOW...:

Strafe~ wrote:

Move Action

He moves so he can see the plant with more black features, drawing out an Alchemist's Fire as he goes. "I imagine plants don't like fire."

The things you are presently trying to attack are not plants, nor do they particularly look it, though they do contain some visible wood in their makeup; since A) that much is something your character could've eyeballed no matter how bad his Knowledge check, B) I feel like it's on me for not making that more clear, and C) Sirlicks technically beat you in initiative, I will permit you to reconsider your action if you wish.

Sirlicks Alott24 wrote:
(I think bard and flag both apply to bombs so +3+3)

Yes they do; good choice. I was wondering how you'd react to Zarta horning in on your spiel!


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Please see Discussion.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
Danduun wrote:
Hello GM, Sadaf has to direct Danduun so that in the first round of combat Danduun would always delay until its Sadaf’s turn.

Ah yes, I meant to ask you about that; many 'companioneer'-characters opt to just file everything under the primary character's initiative even if it's worse (as it usually is), but since you inserted Danduun's own initiative modifier into the slide fill-out, I figured that you wanted him to act separately.

Is there some reason Danduun's initiative modifier should remain in the roster anyway, or shall I henceforth remove it?


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Yes it should!

I happen to be on the wrong computer right now to send you a rectified Chronicle, but that will come in due time.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Furthermore, I apologize for failing to include the following important questions before!

Does the character you are presently playing have any of the following Chronicles:

#35: Voice in the Void?
#3–07: Echoes of the Overwatched?
#6–02: The Silver Mount Collection?

IF the answer to the third one is 'Yes' (please spoiler your response to this as well):
Have you obtained the "Blakros Family Member" vanity?


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Without further ado, she throws the door open.

DM Screen:
Ini(Sadaf): 1d20 + 2 ⇒ (9) + 2 = 11
Ini(Danduun, Sadaf’s Animal Companion): 1d20 + 4 ⇒ (20) + 4 = 24
Init(Strafe): 1d20 + 5 ⇒ (15) + 5 = 20
Init(Mantis): 1d20 + 1 ⇒ (14) + 1 = 15
Init(Sirlicks): 1d20 + 10 ⇒ (13) + 10 = 23
Init(Seltyel): 1d20 + 1 ⇒ (3) + 1 = 4
Init(Linka): 1d20 + 3 ⇒ (10) + 3 = 13
GB: 1d20 - 1 ⇒ (16) - 1 = 15
GW: 1d20 - 1 ⇒ (16) - 1 = 15
GG: 1d20 - 1 ⇒ (18) - 1 = 17
GB: 1d20 - 1 ⇒ (13) - 1 = 12
rolloff S: 1d20 ⇒ 12
rolloff Z: 1d20 ⇒ 1

Please turn your attention to SLIDE 3: You may place yourselves as desired within the nicely non-Euclidian yellow box there; that is the Paracountess in the purple pentagon there.

Sticky, humid air saturates this dome-shaped chamber, and veins of yellow-green tendrils form a web across its stone walls. A thin layer of slimy green pollen coats the hundreds of small curios scattered throughout the room, as well as the sundered crates that once stored them. Bulbous tubes of spiny fungus sprawl across the floor, connected to thick columns that reach up to the ceiling and dangle pods of prickly, putrid fruit. All of these growths are rooted to a glowing glass sphere filled with churning yellow protoplasm, which hovers six feet above the floor. Two bands of coalesced spores encircle the sphere like planetary rings. The thing's glow provides enough light to see by; you quickly get the sense that this room would normally have no lighting whatsoever, and considering its contents, some might say that would've been for the best.

Others, though, would call the light a welcome courtesy in the unlikely event that shambling clusters and roiling particulates of razor-edged junk revealed by its glow should begin to advance on intruders with menacing intent - which is precisely what's happening now!!!

You may attempt Knowledge (Arcana) checks to try identifying these things.

To whom it may concern, this room is 30 feet high at its center. The crates provide partial cover, except for the stacked crates in the center of the room, which stand 8 feet tall and provide normal cover. The fungal columns function as massive trees, while the strands function as heavy undergrowth.

"Well Pathfinders, now's an excellent chance for you to impress me in the flesh," Announces the Paracountess (with a particular glance toward Strafe), whose presence galvanizes you to action (+2 competence bonus on attack and damage rolls, +2 morale bonus on saves against charm and fear); as promised, she waves her wand in the direction of the nearest stretch of sickly vines, and they obligingly shrivel into dust.

ROUND 1: Show 'Em What You're Made Of (before they start looking for themselves)!

Danduun (Courage +2), Sirlicks (Courage +2), Strafe (Courage +2), Zarta (Inspiring), Mantis (Courage +2)
___________________

...THINGS!:
Grey Thing
Black Thing
White Thing
___________________

Sadaf (Courage +2), Linka (Courage +2), Seltyel (Courage +2)


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

"WHAT THE HELL IS T-" Sirlicks continues his routine...wait.

That isn't Sirlicks anymore.

"Not Hell," interrupts a different voice that definitely isn't Sirlicks. "That one I'd know."

Audible alarm spells fill the Grand Lodge with shrill chimes, as apprentice Pathfinders hustle through the ground floor locking doors and casting protective spells. Venture-Captain Ambrus Valsin - the REAL Venture-Captain Ambrus Valsin - rounds the corner in a visibly agitated state, with Paracountess Zarta Dralneen impatiently dogging at his heels.

“As I was saying, Ambrus, this kind of situation is exactly why I founded the Dark Archive in the first place. Give my agents and I a chance to…”

“A CHANCE TO WHAT, ZARTA? TINKER AROUND WITH UNSTUDIED ARTIFACTS WHILE PATHFINDERS' LIVES MIGHT BE AT RISK!?” @therealValsin’s voice booms curtly over the alarms. As if startled by the harsh sound of his voice, Valsin flinches and quickly gains his composure. “I’m sorry, Zarta. I understand your point; I just can’t think about it right now while something is happening inside our very walls. If you can marshal a team to put a lid on this debacle, I’m sure the Decemvirate will give you some more rope...just be careful you don’t wind up hanging yourself with it.”

"Why Ambrus, you know I take every precaution whenever I..."

"...Spare me the slut-routine, Zarta."

As Valsin tromps his unmerry way down the corridor checking to see if the doors are secured, Zarta turns in your direction, a sly smirk spreading across her face. “That’s the closest I’ve gotten to a ‘yes’ in months. Of course, now we have to prove that we can handle emergencies like this in a pinch. Come along then. I’ll explain on the way.”

She rushes down a flight of spiral stairs, drawing a crooked wand from the folds of her dress. “As you may know, the Dark Archive has been gathering, cataloging, and reinforcing magical wards over all manner of dangerous or mysterious items, some of which we store in these underground vaults. Apparently one of the items has activated and malfunctioned. The good news is that our alarm system and containment procedure ran swimmingly; the bad news is that now we have a bizarre magical device wreaking havoc in our basement. That is where you come in.”

Zarta stops outside a stone door with sickly yellow roots lazily snaking between its edges. “This is the vault. All we know is that whatever is inside is animating the other devices stored in here, and spewing plant-like matter throughout the room. The plants aren’t any sort I’ve seen before, so I would recommend caution. I’ve brought a wand that I should be able to use to repel the flora. You all take care of the animated items and disarm whatever’s causing this situation, preferably without damaging it until we can learn more. Understood?”

OK!!! Next post coming up shortly....


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Extremely sorry for the delay.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Hmm, would you like to take back your Day Job roll and try one of the two Downtime-based ones?


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Which Season are you working on, and how many Objectives from it do you have left to claim?


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
Rosla el Func wrote:

- Liberate one or more captives, hostages, or slaves during an adventure.

Well, we liberated Timinic from his safehouse... sort of. Ish.

- Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives.

We let Ilchok flee. That should defy local tradition, but does it threaten innocent lives?

Good questions; unfortunately, I don't think either counts.

In fact, you happen to have been in a place where local tradition is exceptionally well-documented, and I'm not sure I'm seeing any violation. Ilchok was fired from the Guild, and if he broke any oath to the Ghostknives, it was under (YOUR!) duress.

The others? If you want to try to remind me of anything you did that was conspicuously at odds with the above, you may.

The problem with the River Kingdoms for you is that they're already pretty darn liberated.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
Seltyiel Half-Elf wrote:
If your character were a type of candy, what would you be?:

Missed one...!


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Any other points of business before I finally close the book?

BTW, Walks, you all got slightly different Boons...and does my signature meet your approval? I swear I looked for sprouts, but I just could not find a picture that was both good and had sprouts...!


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

To those of you who have not yet noticed (I see some already have), you can fill out the first slide with the requested modifiers and your saving throws to boot - though normally, I permit/expect players to roll their own saves.

Strafe, that is one weird Rogue Archetype you've got there; I don't think I ever noticed it before. Does "Precise Splash Weapons" mean you get to deal Sneak Attack damage to those in the "splash-zone" as well??? My first thought would be no, but I am not seeing a clear 'no' in the description.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

You might be amazed; the Scenario as written made NO provision for the course you chose with Ilchok. I was totally thrown, I had to improvise the whole interrogation - and as mentioned, Ilchok is an Urban Ranger whose Favored Community is of course Daggermark, so the extrajudicial life-in-exile seemed like a very special kick in the pants.

ANYWAY, I was just informed that the DM's character is also permitted to make a Day Job roll!:

Saturn. S. A. B. K. F. Maitreya's Craft (Bookbinding): 1d20 + 13 ⇒ (19) + 13 = 32


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Speaking of Boons...notice anything?


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

BTW, I just want to ask in review whether I was able to get the Ghostknives' master-plan across, because neither time I played it was it articulated adequately, but now than I've seen the Scenario from this side, it struck me as actually quite something.

Also, I reiterate congratulations on achieving the primary Boon - THAT was why Pemak's scene took so long, as it was entirely earned or botched there, and to be perfectly blunt, it was the entire reason I chose to DM this, just so I could get it for myself after blowing it twice as a player! I'm just curious: Any of you have any aspirations of putting it to use, now that you see what it is?

Finally, I want to thank you all very much for putting up with my flakiness and staying on this extended journey with me...almost a solid year.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Yeah, Libre Office is what I've got; how common is it??


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Sure!


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Color me happily surprised!

When I try opening them up from within my "Sent" GMail folder, it tells me "No preview available", which is not normal.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Anyone want to claim Faction Objectives?

OK, I've just E-mailed you all your Chronicles, BUT...I have a bad feeling the format they're in might not work. If not, I'll need to figure out what to do.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

10 MINUTES LATER...

FINIS


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Whoopsie-daisy.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Something about this brandy...EVERYONE, ROLL FORTITUDE!


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

Alright everyone, I'm going to need the following!:

Player moniker:
Character name:
PFS character ID#:
Faction:
Day Job roll OR other Downtime project:
Initiative modifier:
Perception modifier:
Sense Motive modifier:
Do you have anything (shirt, folio, DM-Stars, etc.) that grants you a reroll?:
Do you have the Faction-pin pertinent to your character's Faction?:
If your character were a type of candy, what would you be?:


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides
Rosla el Func wrote:
Day Job roll OR other Downtime project: craft (traps)

Why, Rosla, you never actually rolled this!


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

OK, I am presently struggling to make the Chronicle-sheet into an editable format, please stand by.


Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

I'll try to get Chronicles out as soon as I can.

FunFact I can now reveal to you: In the absence of any sort of player competence (or curveballs, like you threw!), there was a preordained timeline to the murders:

Quote:

If the PCs do not stop Ilchok, the doppelganger’s plans progress according to the following timeline.

Previous Day: Ilchok kills Brandur Clovesh in his own home.

10:00 a.m.: In disguise as Brandur Clovesh, Ilchok arrives at Dryblade House.

10:30 a.m.: The PCs arrive at Dryblade House. Bosk drinks poisoned vodka, and Ilchok departs.

10:40 a.m.: The poison kicks in, killing Bosk. Ilchok arrives at Brandur’s house and takes the form of the barfly Immy.

10:50 a.m.: Ilchok departs Brandur’s house.

11:00 a.m.: Ilchok arrives at the Dripping Wall Distillery and enjoys lunch while plotting to kill Ramyla.

12:00 p.m.: Ilchok poisons Ramyla and leaves the distillery.

12:10 p.m.: Ramyla dies of poison in the back room of her distillery.

12:40 p.m.: In disguise as Ramyla, Ilchok arrives at Timinic’s safehouse.

1:40 p.m.: Ilchok slips poison to Timinic. Unlike in the other poisonings, he stays around to make sure that Timinic doesn’t survive.

1:50 p.m.: Timinic dies.

2:00 p.m.: Ilchok departs for Pemak’s Tinctures.

2:30 p.m.: Ilchok arrives at Pemak’s Tinctures. Pemak sees through his ruse and stalls for time, drawing Ilchok into a conversation about innovations in poisonmaking.

3:30 p.m.: Ilchok bores of Pemak’s stalling, reverts to his natural form, and attempts to rip her apart with his claws. Pemak, who had expected danger, stabs Ilchok with her most vicious and painful poison, driving the doppelganger to flee to the Ghostknives hideout.

4 p.m.: Ilchok reaches the Ghostknives hideout and reports to Cladara, requesting aid for his poisoning. Furious at the doppelganger’s failure, Cladara kills him.


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Call of the Copper Gate gameplay Call of the Copper Gate Maps and Slides

You collect Cladara's head and make your way back to Pemak to present it to her; as promised, she introduces you to Some Other People Who Know Other People, and share a round of 250-year-old brandy.

You receive reports over the next few days that the remaining Ghostknives have all either turned themselves in or quickly been disposed of by the Guild. It turns out that Cladara was not wrong about Ghostknife sympathizers and beneficiaries within the military, as several officers of a wide variety of ranks abruptly abandon their posts and flee the city before Jallor Clovesh can hand them over to the Assassin’s Guild. The flurry of desertions and accompanying scandal roils the military for a few days, but before long Daggermark returns to its anarchic equilibrium.

The Dripping Wall Distillery is bequeathed by default to Ramyla's closest surviving relatives; not knowing what else to do with it, however, they sell it to an itinerant necromancer who hopes he will be able to "salvage" the secrets of her unique mixology....

Timinic sticks to you like glue during this time, spending as much of his time shapeshifted as he can, until some other agents arrive from Grand Lodge to escort him home. "If I spend much more time in Daggermark, the Bleaching will likely take me before an assassin will!" He explains as he polishes his Wayfinder. "I'm hoping for an assignment in Minata, or maybe the Mwangi - I hear they've both got all kinds of amazing dolls! I'm not cut out for leadership; there's no replacing Captain Bosk, and I have no idea who will or who could fill his boots...but, that's all part of the adventuring life, isn't it? I've got lots to say about what the Society can do in Daggermark going forward, and Dryblade House WILL remain in operation so long as I have anything to say about it - upon my OATH!"

It took us just under a year, but CONGRATULATIONS:
GAME OVER - YOU WIN!

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