
Wolf-Sark |

So we have a magus, a monk, a fighter and a cleric so far, correct?
(By the way, this is the third time that I've tried using a character named "Wolf-Sark" in a PbP game. Hopefully the Wolf-Sark curse is broken now.)
Black Tom -- can I use the Sacred Tattoo racial option from the Advanced Player's Guide?
Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Joshua Hirtz |

I'm extremely sorry for my lack of posting. I failed to see the discussion thread was up. I was trying to look at what we have so far. I was noticing a fighter, magus, cleric, sorceress, and monk. Did I miss anything? I might go with something a bit more sneaky, than originally planned. Hiro is already done and we could use someone with a bit more finesse perhaps.

Black Tom |

I was planning on starting on Monday, but we could always take some time to warm up and make introductions. Sorry for the delay. Maybe I gave a too generous deadline.
We have a cleric, magus, fighter, monk and alchemist then. I haven't seen the sorceress, but I may have missed something.

Zarzel "The Weasel" Moonarrow |

I've worked him up a bit of background and a personality that I will continue to work on. I'm pretty much done other than some equipment and deciding whether I want to switch around some traits. He might work a bit better if I replaced dual-minded with ancestral weapon and perhaps Heirloom Weapon with Reclaiming your Roots from Legacy of Fire with a similar background story. Such as, the masterwork bow was a gift from his elven father that was never around.

Black Tom |

OK guys, thanks for your patience. Deadline is up, so markofbane, you're in. I will look your characters over and try to kick the game into gear in the next few days.
Just a few things: I run initiatives in a slightly peculiar way, cycling from the monster's initiative. So those of you who beat the monster get to act, then the monster acts and then you are up, in any order. To emulate delaying at the table, I will generally adjudicate your posts in the order that is most beneficial to you, so you don't have to hesitate to post in order to benefit from buffs and so on. This is to speed up play and it has worked fine before. If you don't like the way I run things, now's the time to get out.
The nature of the AP is such that it's not entirely easy to bring in replacements, so I really hope you'll stick around.
You may want to figure out whether your characters know each other beforehand and how. I will try to help you fill in the background.
Happy gaming and glad to have you all on board.

Joshua Hirtz |

Well if anyone else has already aligned themselves with "The Resistance" they might have prior experience with Zarzel. I kind of envisioned him giving a place to stay for those that needed to lay low for a bit since he's located on the outside of town.
That is if you don't mind him having inherited his mother house/shack Black Tom.

Black Tom |

I don't mind Zarzel inheriting his mother's house.
I'm looking at your backgrounds and it would make sense for Hiro to hail from Ostalin. Yurggen could be from Dassen, and Zarzel's father is likely to be Shahalesti. As for Molasbar he could be either Shahalesti or from Gate Pass.
The adventure hook is that you are for some reason affiliated with the Gate Pass resistance. For Wolf-Sark and Zarzel that should be pretty clear, and Hiro and Molasbar will be subject to the scourge so they have reason to join just to save their own hides and escape Gate Pass. Yurggen could either be from Gate Pass or join for some other reason, but I'd like you to think about this a bit.
Will open the gameplay thread, but you'd better work out your motivations here as well as whether or not you know each other beforehand (it isn't necessary).

Molasbar |

I'm thinking living in Gate Pass and affiliated with the resistance if that works for you. Molasbar would have been in Gate Pass conducting research and shopping for exotic items, living a comfortable lifestyle. Once rumors or news or unrest hit, Molasbar would be looking for some survival gear (represented by the longsword and backpack on his equipment list) and starting to find a way to survive the pending conflict. He has knowledge (local) at +6; I'm not sure what "the scourge" is (I'm not familiar with the AP beyond the high level dust jacket version), but Molabar can either go that way or be familiar with the local situation enough to be aware of a resistance.
Whatever makes it easiest for you as DM to roll him into the adventure, I'm good with it.

Black Tom |

Sounds like a great background. You can all have a look at the first post in the Gameplay thread for an idea of the Scourge.
About heropoints, in case Naria and Yurggen have any left from the previous campaign you can add them to your starting 1. That goes for Molasbar too.

Zarzel "The Weasel" Moonarrow |

Dang, I should have taken that shot at the guy outside...
Edit: And my apologies on my equipment. Everything is sorted and I figured out my trait only allowed for a M. Shortbow. Though it seems my dice rolls were rather hot in that post. If you wish, here is another roll for my previous post if you would like to apply the different damage die.
1d6 ⇒ 1 instead of the d8 from earlier.
Again sorry for the mistakes on my part and this is getting interesting.

Zarzel "The Weasel" Moonarrow |

I have a few questions:
1. Zar'zel has no knowledge skill pertaining to the bands, but our they something he could maybe make an intelligence roll to recognize?
2. Could you please give us a hard number on the items we found as we seem to be taking them all? I'm thinking of making a Google document to track our findings and finite numbers would greatly assist me in this endeavor.

Black Tom |

Concerning the weapons you can collect six light crossbows (with bolts), two morningstars and four shortswords as well as six saps and four light wooden shields. I doubt you'll want to pull their armors off them but if so there are also four sets of scale mail and two of studded leather. Also I forgot to mention three thunderstones.

Zarzel "The Weasel" Moonarrow |

Seeing as I did not realize the gnome was on the wall? Could I have prepared a shot with his bow instead of pulling the dagger and preparing an attack? If not, Zar'zel should still trigger. He can still throw the dagger if the gnome was not in stabbing distance.

Zarzel "The Weasel" Moonarrow |

So could I have prepared a shot with my bow since he was still on the wall? Makes more sense then him pulling a dagger for someone that was not in melee reach.
Also, the lockers take up the total square their in, correct? So we have to move around, not through them? I assume we can move through where they meet diagonally, correct?
Finally, there are four doors? Correct?