It's a Long Way to the Top - Hell's Vengeance (Inactive)

Game Master Leedwashere

The Glorious Reclamation is going down!


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Welcome to the Discussion Thread!

Go ahead and make an alias if you haven't already. Also, now that the group composition has been determined, feel free to make any last-minute tweaks you might want to make with that knowledge in mind. This is also your first opportunity to put forth any aspects of villainous play that would make you feel uncomfortable and would prefer to be either glossed over or left out entirely. This isn't a speak now or forever hold your peace type deal, if something comes up down the road I'd rather know and make changes than make anyone feel like they need to drop out.

I also think it's worth noting that I'm not going to enforce the strict combat turn format I requested in the recruitment thread. I don't always keep to it myself, and it's been pointed out to me that some aspects are a pain to reproduce when posting from some devices that aren't desktop or laptop computers with full keyboards. The parts of it I find most important are having an initiative count at the top and making sure you keep track of your bonuses and penalties in an easy-to-follow manner. The way I've seen combat work best that I'd like to emulate is to have people that act consecutively post in whatever order they can, then use the initiative count to organize events into a coherent, chronological summary.

I've put together the gameplay thread to get things started, though I remind you all that I'll probably be very sporadic this weekend with the trip out of town. I look forward to playing with you all!


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Thanks for picking me!

You've already said that rape is a no-no, which suits me fine, beyond how dhampirs are made.

Other than that, the boards have some restrictions inherent in them.

I don't intend to be needlessly cruel myself, but I won't be offended if there's a torturer in our midst.

I'll definitely suck a few pints of the red out of our enemies, but I think that's just good clean fun!


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Thank you very much as well sir. So many great submissions couldn't have made it easy. Penelope will endeavor to as good a bad person she can be. She's greedy, very violent, and selfish so she's got a good start.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Hello and thanks for the selection!

There's nothing I'm concerned about with respect to villainous play. As you can tell, Muziel's character is a mad scientist type. He's liable to experiment on victims conveniently captured through adventuring or otherwise, but I expect it'll come off kind of funny, like B-grade horror movies.

Looking forward to gaming with you all!


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

Sounds good. Personally I have no issue with villainous play, because 1) I understand its villainous and not virtuous and 2) this is a fantasy game, but I know that any mention of rape will likely get the game banned so lets not go there.

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Thanks for letting me join. Hope to work with the rest of you to bring some E-V-I-L to the world in this villainous adventure path. Just so you know my character is very secretive. She passes herself off as more of a Rogue and has not actually told the party she is an Inquisitor of the Church of Asmodeus. She is an infiltrator Inquisitor so is a master of deception and false identity. Currently she uses the name Delma Felhand as an alias for the party as her real name is not openly shared with others.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

No problem "Delma." I tend to view class, feats, etc, as mechanics, and they don't define "who" the character is. There's no reason a cleric, or paladin, or other classes couldn't hold the job of "Inquisitor" within a church, and likewise a character with the Inquisitor class could end up as "Grand High Clerist."


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Welcome, "Delma"! I actually find your tie-in to this adventure particularly believable and helpful. The way the Players' Guide was written, it's not at all clear why any of us should be connected to Cimri, as opposed to being connected with Asmodeus or House Thrune, or just going about our own business. But if you're watching our activities, the connection to the rest of the adventure suddenly becomes much clearer (even if we don't realize that in-character).


Yeah, I'm a bit disappointed with the Player's Guide overall for this one, at least in terms of handing out the necessary info about a key element of the beginning of the path.

I'm going to wait until Monday before sending a PM to Sister Ismene, if she doesn't check in by then, and then update the gameplay thread either after she checks in, or Monday. Whichever comes first.


Leedwashere wrote:

Yeah, I'm a bit disappointed with the Player's Guide overall for this one, at least in terms of handing out the necessary info about a key element of the beginning of the path.

Yeah the guide also came out late, I think it was rushed.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Apologies, I'm is here. I originally wasn't going to check the thread until Monday, but I caved and found a delightful surprise waiting for me :) I'm working on finishing the alias now.

I have no personal hang-ups about villainous play as long as we all get along without too much unnecessary strife. For her part, Ismene is not yet a paragon of Evil, she's just a little evil.

"Delma", considering that Ismene is closely connected to the church of Asmodeus, we should cover some details about how you'd like to play your infiltration. There doesn't seem to be any reason that Ismene would be aware of Amanda's mission, but it doesn't seem unreasonable that there would be some opportunity for Ismene to eventually recognize what's going on. That said, Ismene isn't particularly bright, so we could play it any way you want. If you want a completely successful infiltration by fiat without the complication of accidental discovery by a fellow Asmodean, I'm perfectly fine with that.

In other news, I have since discovered the Sacred Fist Warpriest archetype and found that it's also on the PRD. I'm considering adjusting my build to incorporate that, as some of the abilities are more thematically appropriate than the standard monk abilities, especially considering that the Hamatulatsu material is restricted.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Welcome, Ismene! Sacred Fist Warpriest is pretty spot-on for a Devil Nun of Isger. Definitely worth considering whether to switch.

Muziel will probably swap something out to replace Kinetic Blade.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Realized I never said what I'd be uncomfortable with. I think I'd be fine with anything the forums would be. If anything does bug me, I'll let you know.

Sacred Fist looks great Ismene.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Penelope, I saw you took Blood Drinker. Will you be taking more Dhampir feats!

I'm at least considering Blood Drinker, maybe at 7th. You can show me the ropes, haha.

I like the Warpriest idea too, so you can have inflict spells for me and Penelope!

I was considering doing a sort of anti-Oradin, with some Life Oracle levels, but it won't work as well being evil, the feats aren't there. Still, I might anyways, we'll see, but not for a while if I do it.

Other than that, I'll fill mostly the Paladin function. My damage will only excel when smiting.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Being evil screamed drinking people's blood! With fangs she'd probably would have done it anyway, but blood drinker was great. I change my plans for her ever single time I think about it, but the one that lets her drink the blood of the recently dead would be really nice.

Adjusting to cures being opposite is going to take getting used to, isn't it?

I'm thinking she's never met a member of her own kind before, so meeting Kolaiah will be interesting.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Hey is the there any way to set your profile default per game?


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7
Penelope Dorn wrote:
Hey is the there any way to set your profile default per game?

Unfortunately, no.

As for adjusting to healing being backwards, ironically, by going Dhampir, you may not see as much difference, maybe! We shall see. We'll need to keep any grubby clerics from trying to heal us though!!


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

After further consideration, the warpriest spells don't seem worth what I'd be giving up, especially considering how I'm hoping to play Ismene. That, and the specific restrictions on classes for this game makes Sacred Fist interact with monk very strangely. I think I'll stick with unchained monk for now; between an antipaladin and an inquisitor (currently undercover but probably not forever) we should be able to heal our dhampir friends just fine.


Leedwashere, it seems we're both applying to the same S&S game. Coincidentally, we also both have the Besmara's Blessing trait and shipwreck backstories. I've never seen anybody else play the castaway angle before.


Sister Ismene wrote:
Apologies, I'm is here. I originally wasn't going to check the thread until Monday, but I caved and found a delightful surprise waiting for me :)

No worries! I did say I probably wouldn't decide until Monday, so I wasn't going to start getting concerned at least until then.

I just got back home from the trip, but I'm really wiped from the travelling, so I'll update the gameplay thread tomorrow when I'm a bit more alert. I'm glad the gang's all here, though!

The Dread Pirate Hurley wrote:
Leedwashere, it seems we're both applying to the same S&S game. Coincidentally, we also both have the Besmara's Blessing trait and shipwreck backstories. I've never seen anybody else play the castaway angle before.

That's kinda funny that it would show up twice at once, then. I know I, for one, was really struggling to come up with something that allowed for all the pirate-y skills and disposition to already exist, but didn't involve owning a boat or being on an existing crew.

Fortunately, our classes are very different and the lives before the shipwreck are rather different as well, so we'll hopefully not be directly competing for spots :D


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Just tried the map! But I only had view access, and couldn't move the tokens around.


I found a setting that said people with the link can view, and changed it to people with the link can edit. Then I replaced both the links with the new one. Try it now, and let me know if it works this time


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Works for me!


Yay!


Muziel, I think there's a mistake in your alias's status bar. It says 22HP while your character sheet says 13.

Also, would Kolaiah, Sister Ismene and Nikolai please add a status bar to your aliases like Muziel, Penelope and Amanda have. It'll make common things quicker for me to look up going forward. Thanks!


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

I can do that Thursday when I'm back to a computer. I will also set up some dice rolling macros in my profile then.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

The very first thing we do is kill a dog. When Paizo said "Evil AP", they meant it!

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Meph, its only a dog. Better we kill it now or it will set of an alarm and alert the rest of the camp and then start biting people. A good party would probably do the same thing.


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

I will get to my profile adjustment soon.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

I totally got the location of the window and door confused! Oh well. Is the window short enough that Muziel can look through it?


It's a pretty big window, so I'd say you should be able to see through it just fine. It wasn't put there with any thought of defense in mind.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

The poem was great Nikolai!


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Agreed, major props for that!


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Poetry is for lovebirds.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Also for sarcastic mean spirited bards.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Apparently


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

Thanks, more to come from your sarcastic pompous bard boy!


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Now seems a good a time to ask as any. Nobody seems to have many serious qualms about displays of evil. That said, what is everybody expecting? Personally, I was thinking the first part was like an evil hokey-pokey, dipping our toes into the shallow end of the pool before wading into deeper waters later on. I ask because this looks like it has the potential to turn into an unprovoked massacre.


For my own part, I'm just curious to see how this campaign plays out when confronted with actual players. The adventure is written with a certain assumption towards the player characters being sane, but seems entirely agnostic with regards to their level of ruthlessness. There are places where the adventure has contingencies in case the characters have already killed an NPC that was supposed to recur, and so forth.

There is a lot of opportunity to wade into the evil waters in this first book, but the adventure does expect you to be swimming in the deep end before too long.

I think it'll all be fine, though, if you remember to be sane.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

I would say that Muziel is probably not going to be terribly offended if someone ends up killing the man. He's sort of slipped away from the sanctity of life concept at this point. On the other hand, he might not attack if the man just drops his weapon. (Another separate point is that Muziel is probably not attacking at all this fight, because it doesn't seem necessary so he's not revealing his zapping powers just yet.)

Also, Muziel is not entirely sane, but seems to like most of the party would naturally be quite sane and calculating.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Good Question,

I'd assumed we were already evil, had possibly done some bad things already in life or served an evil deity so involved in whatever things the worship required. Unless you started out as Neutral that is.

Penelope is ruthless with a deep enjoyment of violence so whether he lives or dies she doesn't care personally, but the way it was put was the overall employer didn't want him dead so she went for grappling.

She is sane, well as much as anyone is really can be called that.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Nobody said anything about being sane? Just kidding!

Kolaiah is not intended to be a character painting the walls of his asylum with the blood of his enemies. Waste of good drink, anyways.

My header stuff should be working now!


Kolaiah wrote:


My header stuff should be working now!

Indeed! Much appreciated, thank you :D

---------------------------------------

Heh, perhaps sane was too strong a word. I appreciate a hefty dose of crazy done well, I just meant more along the lines of mostly rational decision-making skills. I've played with a (short-lived) character who decided one day to stop being a Paladin and start slaughtering villagers wholesale for no reason whatsoever, and the guard and the army had to be called in to put him down. I think he got tired of the character, but that's the sort of nonsense I meant by "stay sane." :P


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

I have a heading for you now with basic stats


Thanks!


This brings up an aspect of PbP that's worth discussing. How do you folks want to handle attacks of opportunity going forward? It would work quickly and smoothly for me to roll them on your behalf in line with the rest of the summary, but on the other hand I wouldn't want to take away anyone's agency by making assumptions. Does anyone have a preference?


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Quickly and smoothly gets my vote.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Yup, keep things moving.

-Posted with Wayfinder


Been prepping for and about to start the usual Sunday Iron Gods marathon, so I'll probably not update until late tonight or first thing tomorrow morning


Question of clarification before I update: is Kolaiah trying to slip away and open the box without the others noticing, or is the intent to have everyone stop and check out the contents of the box before arriving at the Ash House? Either way is fine, as Cimri and no doubt others are curious as to what's inside, but the former would require opposed stealth/perception to pull off.

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