DougFungus |
Plot Hooks!
These are just little details your characters have noticed lately. I'll leave the rest for you to piece together. The campaign begins on a road surrounded by a dense forest. The road leads to a small farming town named Ossington which is where the adventure takes place. You have never been there before but may have a reason for going, or maybe you just stumble upon it?
DougFungus |
When you say you don't know where I am at, does that include my post above? I only just now saw the starting gold had been updated (doh!) so I will get my equipment done soon.
All I meant to say is that you posted 2 different characters and nothing for your companions/equipment. Its no big deal, I just don't see you as often as I see everybody else so we don't get the chance to talk about it.
Is everybody OK if I start making the initial gameplay posts or would you like more time to work on characters?
DougFungus |
I made the initial Gameplay post to get things rolling. I understand that not everybody is ready and that we may be taking on an extra player so there is no rush to get started on the actual storyline just yet.
For now, just feel free to RP and make the Knowledge Check. Dont forget to establish why you are on this road and why you may be heading to/toward Ossington.
Leoian Mousekewitz |
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
Mad Marianne |
So who's riding? Marianne is walking since that's what she's used to in the white North of the Linnorm lands.
Which reminds me, how are we doing on the Tent front? Anyone got a multi-man tent? Or are we sleeping on the ground?
*tee-hee* Just seen my carrying capacity. *tee-hee*
EDIT:Don't worry Mahorfeus, it'll be rolling when it is. Have fun at school.
And I'm going for a rude thrush familiar, rather than a cat.
Billy Starlock |
HP Rolls
Rogue LV 2: 1d8 ⇒ 4
Rogue LV 3: 1d8 ⇒ 1
Rogue LV 4: 1d8 ⇒ 7
Rogue LV 5: 1d8 ⇒ 8
Rogue LV 6: 1d8 ⇒ 8
Rogue LV 7: 1d8 ⇒ 4
I think Billy's all done. Personality wise, he's bit of a smart alek, and maybe a little arrogant. He's lived on the streets for most of his life, and gets by telling fortunes, and doing tricks sometimes outright conning people, though the cons are usually saved for the very rich that are flaunting their wealth and treating the less fortunate like slaves or worse.
I'll try to get a better background, and start real posts tomorrow.
Leoian Mousekewitz |
No relevance at the moment, but want to, but want to bring it up before we run into any traps. Billy has the trap spotter talent and gets an immediate perception check any time he comes within 10 feet of a trap. Dong, you're more than welcome to make these checks in secret on his behalf, current perception check +12.
Also he has no animal handling skill, any interactions with his horse are purely fluff and shouldn't have any actual effect on anything.
Robinet de L'Xley |
Sorry for the extended absence from the boards. I'm still playing, and I am now determined to be more present. To prove that, I will now post full stats which I just realized I had not yet done. The only things I still need to do is "buy" all the kit ingredients since HeroLab has not yet instituted the individual components as automatically falling into the inventory from the kits. Also, I will be dispersing several of the items to the followers and Sherwed, so for now the encumberance of those items is "dropped to the ground". I spent pretty much all my starting cash on gear...I am not sure if that was what I am supposed to have done, ha. I was not sure if that was supposed to be gear cash only, and I was supposed to roll actual current wealth some other way. If that's not the case, I will be a poor ranger which is pretty fitting all things considered.
Male Half-Elf Cavalier (Luring Cavalier) 1/Ranger (Skirmisher) 6
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 54 (7d10+7)
Saves
- Fort: +8 (+4 vs. hot or cold environments and to resist damage from suffocation)
- Ref: +8
- Will: +3; +2 vs. enchantments
Immune: magic sleep
--------------------
Offense
--------------------
Melee
- dagger +9/+4 (1d4+2/19-20)
- gauntlet (from armor) +9/+4 (1d3+2)
- kukri +9/+4 (1d4+2/18-20)
- unarmed strike +9/+4 (1d3+2)
Ranged
- L'xley bow (+2 Adaptive Composite longbow) +13/+8 (1d8+4/×3)
- composite shortbow +10/+5 (1d6+2/×3)
Special Attacks far challenge, challenge, favored enemies (animals +2, humans +4)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 13, Int 16, Wis 13, Cha 16
Speed: 30 ft.
Base Atk +7; CMB +9; CMD 22
Feats
- Acrobatic
- Endurance
- Ferocious Loyalty
- Point Blank Master
- Point-Blank Shot
- Precise Shot
- Rapid Shot
- Skill Focus (Perception)
- Weapon Focus (longbow)
Traits
- affable
- reckless
Skills
- Acrobatics +14
- Bluff +10 (+12 vs. animals, +14 vs. humans)
- Climb +7
- Diplomacy +12 (+14 to gather information)
- Disguise +6
- Fly +3
- Handle Animal +10
- Heal +8 (+9 when used on someone other than yourself)
- Knowledge (geography) +10 (+12 vs. animals, +14 vs. humans, +12 while in forest terrain)
- Knowledge (local) +10 (+12 vs. animals, +14 vs. humans)
- Knowledge (nature) +10 (+12 vs. animals, +14 vs. humans)
- Perception +15 (+17 vs. animals, +19 vs. humans, +17 while in forest terrain)
- Ride +6
- Sense Motive +8 (+10 vs. animals, +12 vs. humans)
- Stealth +10 (+12 while in forest terrain)
- Survival +8 (+10 vs. animals, +12 vs. humans, +10 while in forest terrain, +11 to track)
- Swim +5 (+9 to resist nonlethal damage from exhaustion)
Racial Modifiers:
- +2 Perception
- ride mount
- shield's skills
Languages:
- Common
- Elven
- Halfling
- Draconic
- Sylvan
SQ:
- combat styles (archery)
- elf blood
- favored terrain (forest +2)
- hunter's bonds (hunter's bond [companions])
- hunter's tricks: aiding attack
- orders (order of the shield)
- tactician
- track
- wild empathy +9
Combat Gear:
- oil of flame arrow (1)
- potion of cure moderate wounds (3)
- potion of mage armor (2)
- stormlure (neck slot magic item)
Other Gear:
- elven chain
- l'xley bow
- dagger
- kukri
- composite shortbow
- caltrop bead (cold iron) (5)
- dust of dryness (1)
- sleeves of many garments
- belt pouch (33 GP)
- belt pouch (caltrop beads)
- campsite kit
- cavalier's kit
- tent (large)
- tent (medium)
--------------------
Special Abilities
--------------------
- +2 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -2 while riding your mount.
- Affable +2 on Diplomacy to gather information and do so in half time.
- Animal Companion Link (Ex) You have a link with your Animal Companion.
- Elf Blood Half-elves count as both elves and humans for any effect related to race.
- Elven Immunities - Sleep You are immune to magic sleep effects.
- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
- Far Challenge +1 (2/day) (Ex) +1 to damage target, target gains +4 to attack rolls vs cavalier
- Favored Enemy (Animals +2) (Ex) +2 to rolls vs Favored Enemy (Animals).
- Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
- Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
- Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
- Hunter's Trick (Aiding Attack) (Ex) The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger’s next turn gains a +2 circumstance bonus on that attack roll.
- Hunter's Tricks (4/day) (Ex) Various tricks.
- Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
- Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
- Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
- Precise Shot You don't get -4 to hit when shooting or throwing into melee.
- Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
- Shield's Challenge +1 () (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit your target if the target attacked someone other than you.
- Shield's Skills +1 (Ex) +1 to Heal checks for others.
- Tactician (Ferocious Loyalty) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
- Track +3 Add the listed bonus to survival checks made to track.
- Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Sherwed
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 9 (+1 Dex, -1 size)
hp 20 (+7)
Saves:
- Fort: +5
- Ref: +4
- Will: +1
--------------------
Offense
--------------------
Melee:
- bite +3 (1d4+3)
- 2 hooves +3 (1d6+3)
Space: 10 ft.; Reach: 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Speed: 30 ft.
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats:
- Toughness
Tricks:
- Attack
- Combat Riding
- Come
- Defend
- Down
- Guard
- Heel
- Throw Rider
Skills:
- Acrobatics +5
- Stealth +1
SQ:
- combat riding
- throw rider
--------------------
Special Abilities
--------------------
- Combat Riding [Trick] The animal has been trained to bear a rider into combat.
- Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
- Scent (Ex) Detect opponents within 15+ feet by sense of smell.
- Throw Rider [Trick] Attempts to throw creature riding it to ground.
Doug, would you like me to roll stats for each follower? I expect them to be GM NPCs, but I figured if you wanted to have the numbers just for your use and amusement, I could generate them with HeroLab fairly easily. If you would like the followers to just be window dressing, that's fine as well.
Maneakira, Tengu Ninja |
Robinet's cohort Maneakira, Tengu Ninja's HP rolls:
level 2: 1d8 + 1 ⇒ (2) + 1 = 3
level 3: 1d8 + 1 ⇒ (8) + 1 = 9
level 4: 1d8 + 1 ⇒ (4) + 1 = 5
level 5: 1d8 + 1 ⇒ (6) + 1 = 7
Resulting in...
Male Tengu Ninja 5
CN Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 28 (5d8)
Saves
- Fort: +1
- Ref: +8
- Will: +2
--------------------
Offense
--------------------
Melee
- bite +0 (1d3+1)
- Kurenji (Silversheen masterwork katana) +6 (1d8+3/18-20)
- shuriken +7 (1d2+2)
- ki attack speed
- ninja tricks (deadly range, fast getaway)
- sneak attack +3d6
Statistics
--------------------
Str 14, Dex 18, Con 11, Int 12, Wis 12, Cha 8
Speed: 20 ft.
Base Atk +3; CMB +5; CMD 19
Feats
- Blind-Fight
- Exotic Weapon Proficiency (katana)
- Stealthy
- acrobat
- killer
- Acrobatics +10 (+6 jump)
- Bluff +3
- Climb +7 (5 instead of -5 penalty when using the Climb skill to attempt an accelerated climb)
- Disable Device +7
- Disguise +0
- Escape Artist +11
- Intimidate +4
- Knowledge (local) +6
- Linguistics +10
- Perception +11
- Sense Motive +6
- Sleight of Hand +9
- Stealth +13
- Swim +4
- Use Magic Device +6
- +4 Linguistics
- +2 Perception
- +2 Stealth
- ki jump (running start)
- no trace
- Abyssal
- Celestial
- Common
- Daemonic
- Elven
- Infernal
- Tengu
- ki movement
- ki pool
- ki stealth
- poison use
- flash powder (3)
- mithral shirt
- Kurenji
- shuriken (200)
- burglar's bracers
- infiltration kit
- rogue's kit
- 110 GP
Special Abilities
--------------------
- Acrobat When doing an accelerated climb, penalty is reduced to -2.
- Blind-Fight Re-roll misses because of concealment, other benefits.
- Deadly Range +10' (Ex) Increase the range at which can make ranged sneak attacks.
- Fast Getaway (Ex) After a sneak attack or Sleight of hand check, can withdraw as a move action.
- Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
- Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
- Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
- Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
- Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
- Killer Add weapon's critical modifier to its critical bonus damage.
- Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
- No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
- Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
- Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
- Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------
Bento
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Saves
- Fort: +6 (+4 vs. hot or cold environments and to resist damage from suffocation)
- Ref: +5
- Will +1
Offense
--------------------
Melee
- 2 hooves +3 (1d4+3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Speed: 50 ft.
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats
- Endurance
- Run
Tricks
- Attack
- Combat Riding
- Come
- Defend
- Down
- Guard
- Heel
- Perception +6
SQ
- combat riding
Special Abilities
--------------------
- Combat Riding [Trick] The animal has been trained to bear a rider into combat.
- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
- Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
- Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
- Scent (Ex) Detect opponents within 15+ feet by sense of smell.
DougFungus |
Glad to hear it Pin. I was starting to get worried that you might have dropped from the game.
The starting gold is a set GP value. Any remaining coin that you have left over is added to your inventory so that you may spend it at a later date.
If you'd like to go through the trouble of generating character sheets for all your cohorts you can go ahead since they might come in handy at some point. I dont think its completely necessary at the moment so if you dont want to its not a big deal.
What I'd like to see if its not too much trouble would be a list with how many cohorts you have, what their names are, class levels (if they have any) and which items are disbursed to who.
DougFungus |
Just letting everybody know that I have accidentally been mixing some information in this game with that of my Crypt of the Everflame game without realizing it.
I have made reference to 2 characters, Mayor Uptal and Elder Murdows. These 2 people are to be treated as the same character and go by the name Elder Murdows. Mayor Uptal is the Mayor of Kassen on the CotE module.
pinvendor |
Anyone ever have one of those periods when you suddenly remember all kinds of things you meant to do...and realize it's been like two weeks since you originally planned to do them?
I don't know how, but many days have passed since I planned to make a post. Yet somehow the intervening time seems to feel like my last post was only a couple days ago...but clearly that is not correct.
Sorry for the long silence.
pinvendor |
1 person marked this as a favorite. |
I'm alive everybody!
I don't find any of your concerns a surprise and I apologize for the long absence. As you may all recall from last year when I disappeared that this is my busy season at work. I'm getting flip-flopped around between days and nights working 10-12+ hours a day and still trying to make time for three kids and the wife. I'm trying to do everything I can to stay caught up with my PBP's but when it comes down to it, it's just hard to prioritize above all my other commitments (I've had my current post half complete for over a week just sitting on my computer screen).
That being said, I'm still going to do my best to make updates as often as I can. This is my first, and longest running PBP and also my longest lasting group in RL. I dont want to loose it. If you're all not comfortable with the pace and want Vastar to take over for a while until I slow down again It would relieve a little pressure. I can also continue GMing without issue but updates will be sporadic until around Autumn as my current work project is scheduled until August.
Doug posted this in another PbP game. I have no idea if anyone is still watching this thread, but I wanted to mention this as it gives me hope we will see DF again to revive this game!