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Palace of the Vampire Queen

Game Master Terquem

On the Dwarven Island of Karrita Morianna the daughter of the King has been taken by an undead horde, and her whereabouts are unknown. Current Map 1| Level 1 Overview | Current Map 2


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male

There will be more hand waving.

About Maps

The harbour master has maps of the coast (you can study them, and if you had time, possibly copy one that you think would help)

The Palace has maps of coastal roads. You could look at them, if you stayed in the city for a few more days.

There aren't any maps, that you know of or have heard of in conversations, that show interior regions of the western island mountains and valleys.

From any peak in the mountains of the western part of the island, with only a few exceptions, you can see at least one coast, north, west, or south. The island of Karrita Moreanna is modeled on the Island of Crete (I should have just told you this earlier)with a few changes to the coastline)Take a look at this picture,

http://upload.wikimedia.org/wikipedia/commons/0/01/Island_of_Crete%2C_Greec e.JPG

(I am not all that smart when it comes to imbedding links and all that, so I hope this can be found, it is a NASA image)

You are headed to the valey near the center of the western part of the island, just north of the mountain range that dominates the southern central region.from the capitol, which lies at the base of the rounded looking penisula, on the western side, to the south coast of the island it is only 20 miles. It is not impossible to become lost, but it is difficult. You shouldn't need a map to find Witch's Valley, and I have a feeling there will be locals you meet there who will help you pin down the location of the Palace of the Vampire Queen, if you survive the journey.


male
Mazrim Deacon wrote:

Since I don't have knowledge local I can't succeed on a dc 16 I'll have to try diplomacy to see if I can get a hold of a reach weapon...

[dice=diplomacy]1d20+0

...Guess not

I want to help you build your character how you envision him. So what kind of reach weapon did you have in mind? I would point out that in the canyon you are heading into, a reach weapon, such as a pole arm, may be less useful than you imagine, but that in the future, say in a large underground catacomb environment, it should be as useful as you imagine.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

here is a link to the photo.


male

Thanks!


male

I am going to give Azram one day (today) to post something meaningful, and if he does not, I will take over the character as an NPC. I do not mean this to any kind of admonition or critique, but I feel that I can manage the character better, and perhaps the player will find another game more suited to them.

I think this arrangement will work well, and has the potential to allow the three players who are representing the knights to have some limited control over an NPC (henchmen) that is also part of the house. In most situations, Rownig can give me some indication of what he expects Azram to do, give him orders, that kind of thing. Mazrim can do the same for Atharessa, and Hallister can try to do the same thing with Moralane.

Also, each player can talk to the NPC as a way to access the world (through the DM) in situations where your own Knowledge (and Knowledge checks) may be lacking.

Helgen, as an independent participant in the mission, will not, for the time being, have an NPC hireling or henchman, but this could change.

If anyone is not alright with this arrangement, please let me know soon.
It looks like the party has spent about 90 silvers of the six hundred they were given. I will deduct another 60 silvers for a small assortment of supplies for the NPC’s. You can, briefly, check with one another to ensure that you have done everything you need to do before leaving. You should continue to post in the game thread any discussions between you, as players, and when you are sure you are ready, let me know, and I will set the scene on the road out of town.


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Terquem that works for me.

So we have used 150SP of the 600SP.

Do you want me to come up with a list, with prices for Azram? I would duplicate may of the items that rownig has change out a few weapons and make sure he has a holy symbol, and relgious items (Can assume he may have this already)


male

I'd like to give him a little more time, but a short list would be appropriate.Go easy on the "religious items" - Azram, being a new follower of Dennari, would not have more than a humble, small, wooden holy symbol, and little else.


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Azram's character.

Here is a quick list of items, not including or armor

It would be realistic that he would have a few vials of holy water and I would think a few quills and parchment (I need to look at his skills though). I will read your comments on paper, ink again.

Shortsword (if nobody is using them all)
Light Hammer 30CP
Heavy or Light Pick 150/300CP (could add a different flavor for a weapon choice)

Backpack 300 CP
bedroll 50 CP
pouches/sacks heavy canvas(2) 20CP
rations (5days that can be stretched to 10) 25CP
waterskins (3) 75CP
whetsone (FREE), flint, steel 200CP
hammer/mallet 30CP
stakes, wood (3) yes for vampires - FREE
mirror, small 150CP
chalk FREE
rope, Hemp 100FT - 100CP
grappling hook - 10CP
oil (5) pints - heavy duty 200CP
lattern 50 CP
5 torches 50 CP
1 candle 20cp

Total: 1610 = 16SP, 10CP I priced in the heavy pick.


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

I was hoping for a ranseur or a guisarme but any reach weapon will do.thx

since there are no real maps of the area I guess I'll get to make one as we travel... Good thing I've got lots of paper.


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

Terquem: Have you taken a look at the Items I spoilered? Are any of those items not available?


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

Azram, are you with us? You've been kinda sparse in posting (so much so that we thought you might be gone for good). Everything ok with you?


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Terquem- one thing I did not see on the supply list was a pipe and tobacco. Can I assume that is available?


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise
Terquem wrote:

I am going to give Azram one day (today) to post something meaningful, and if he does not, I will take over the character as an NPC. I do not mean this to any kind of admonition or critique, but I feel that I can manage the character better, and perhaps the player will find another game more suited to them.

I think this arrangement will work well, and has the potential to allow the three players who are representing the knights to have some limited control over an NPC (henchmen) that is also part of the house. In most situations, Rownig can give me some indication of what he expects Azram to do, give him orders, that kind of thing. Mazrim can do the same for Atharessa, and Hallister can try to do the same thing with Moralane.

Also, each player can talk to the NPC as a way to access the world (through the DM) in situations where your own Knowledge (and Knowledge checks) may be lacking.

Helgen, as an independent participant in the mission, will not, for the time being, have an NPC hireling or henchman, but this could change.

If anyone is not alright with this arrangement, please let me know soon.
It looks like the party has spent about 90 silvers of the six hundred they were given. I will deduct another 60 silvers for a small assortment of supplies for the NPC’s. You can, briefly, check with one another to ensure that you have done everything you need to do before leaving. You should continue to post in the game thread any discussions between you, as players, and when you are sure you are ready, let me know, and I will set the scene on the road out of town.

Sounds good to me.


male

Ah, yes Hallister I was supposed to get to that but spent too much time getting the prolog wrapped up. I'm on it now.

A pipe and tabacco would be free - and bad for you - Whatsa matter wit you?


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Thanks, don't smoke myself but most my dwarf and 1/2orc characters do for some reason.


male

Masterwork Craftsman's Tools – not available (can be requested, but would not be made in time before your departure – cost would be 10 gold pieces)

Signal Horn – a simple brass horn can be purchased off of one of the ships in the harbor, for 15 silver

Heavy chain – not available (can be requested, but would not be made in time for your departure, 10’ of chain that will hold up to a few hundred pounds of pull will cost 40 gold pieces)

10 Iron spikes – not available (the largest such item you would find in the city will be a very large iron nail, about four inches long, square shaped and tapered, the head being half inch across – if you ask for ten of them, the merchant will look at you oddly, and sell them to you for fifteen copper pieces)

Bullseye Lantern – not available

Magnet/Lodestone – 100 silver pieces (a Dwarf in the city will sell you one, but he is more interested in buying them, and will pay you 20 silver each for any such stone you bring him that is at least two inches in one dimension, and can lift a simple nail)

Charcoal – in small quantities, free

Crowbar – can be found in use at the harbor, you could talk a dock worker into selling you one for 50 copper pieces

Saw – not available

Drill – not available

Piton – not available

Portable Ram – not available

Torch – 10 copper (already on the Campaign Info page)

Soap – only sold in large pieces (about five pounds) – 25 copper pieces

Fishhook – many people fish here, a good quality hook can be bought for 1 copper piece

Fishing Net – the beach is literally littered with nets, fishing is both a way of life and a large part of the economy, but something you could put in a back pack would be hard to find, could be made to order, but you don’t have time. Hand Wave – a fisherman has repaired one of his nets and ended up with a ten foot by five foot piece he can’t use (it is too bare on the edges to take new stitching, and he doesn’t see the use of cutting it down to patch it back in) he gives it to you when you ask about it.

Pump Water Canister – not available

Hope this helps (and I know there should have been more hand waving, I’m working on that)


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

Ok, adding the following items to my list:

Signal Horn- 15 silver
Iron Nails (20)- 30 copper
Crowbar- 50 copper
Soap (5lb) 25 copper
fish hooks (50) 50 copper
5x5 net (2) free
charchol free

bringing my cost up to

157 SP


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Here is an itemization of funds spent:

Azram 26 SP 10 CP
Rownig 47 SP 45CP
Helgen 25GP 15CP
Halister 157 SP
Mazrim 46 SP 20 CP
Party Gear 60 SP

Total:

361SP 90CP

Azram and Rownig were unable to obtain armor but have a lead on where it may be purcahsed.


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

Helgen spent 25 Gold?!

Typo?


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

It's a typo...25SP, bring the blood pressure back down.


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Terquem how do you intend to handle XP and combat encounters?

I'm new to PbP, but I'm already running one game: BaldwintheMerciful's CoT game. Here are some ideas (a method) I picked up on a few other threads and cobbled together. I'm actually using this format in the CoT game that I'm GMing. I'm sure Hallister and Helgen will have suggestions too.

Initiative:
Place your initiative modifier in character class/level line.
When combat arises GM roll everyone's initiative and post the rolls. This should speed up the pace of the Order and play.

Saves:
If play bogs down, GM roles. Play that by ear and see how it goes.

Combat:
Everyone post two actions, their first choice and an alternative choice, to help speed up combat. Obviously, the players are rarely available to post in proper initiative order, this speeds up the action.

The PC should also roll one perception check during the combat round that will permit the GM to either provide, or delete, sensory information, which will help the PC to make decisions the following round.

Recap:
At the end of the RD, the GM recaps the round to reset the scene for the following round.

Make the GM's Life Easier
By placing the Initiative modifier, AC, saves in the Alias line for quick reference.

This method has worked out very well in the game that I'm running. You can see with the discussion and comments that the players are satisfied with the method.


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

Since we're on the subject, I greatly prefer to keep the Gameplay thread as organized as possible, keeping it reading as much like a novel as we can.

I like the idea of alternate actions, but I worry about how much it might clutter the thread and make it less fun to read.

Can you link me an example of how you do it?


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3
Hallister Silverspike wrote:

Since we're on the subject, I greatly prefer to keep the Gameplay thread as organized as possible, keeping it reading as much like a novel as we can.

I like the idea of alternate actions, but I worry about how much it might clutter the thread and make it less fun to read.

Can you link me an example of how you do it?

Here is the gameplay thread. You can see that this game began on May 23rd, it moves fast and we had several combats, each escalating in-complexity. Pg 6 of the the thread even utilized an AoO.

Click here

Considering you and Helgen taught me how to code a few weeks ago, you can see how this picks up and runs smoother each time. The alternative action helps since I'm on the EDT and I have a player GMT+10. The recaps are important and admittedly, I just started linking maps towards the last few pages.

Like I said, I borrowed heavily from other posters.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

I prefer that the GM rolls initiative, everyone acts in order, or basically in order to avoid alternate actions. If an alternate action MUST be written, put it in a spoiler. I also recommend that we put something like this at the top of each combat post (especially if we aren't going to use maps).

Round: XX
Init: XX
Location: XX
HP: XX/XX
Buffs etc..

(in character description of actions)

(ooc description of actions)

I also like it when the GM does a clear end of the round summary like Rownig said. Since there are only 4 of us, and one of us is basically an NPC at this point I think waiting on people to post won't be so bad. If we're in combat I think one post every 24 hours is fair, if you don't post you are dazed for that round. (Combat posts don't require much thought/writing). Unless you warn ahead of time, "Oh I'm out of town for two days, work is tough right now etc." I might miss a post.


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3
Helgen Inarossa wrote:

I prefer that the GM rolls initiative, everyone acts in order, or basically in order to avoid alternate actions. If an alternate action MUST be written, put it in a spoiler. I also recommend that we put something like this at the top of each combat post (especially if we aren't going to use maps).

Round: XX
Init: XX
Location: XX
HP: XX/XX
Buffs etc..

(in character description of actions)

(ooc description of actions)

I also like it when the GM does a clear end of the round summary like Rownig said. Since there are only 4 of us, and one of us is basically an NPC at this point I think waiting on people to post won't be so bad. If we're in combat I think one post every 24 hours is fair, if you don't post you are dazed for that round. (Combat posts don't require much thought/writing). Unless you warn ahead of time, "Oh I'm out of town for two days, work is tough right now etc." I might miss a post.

There are four regular posters:

Hallister
Helgen
Mazrim Deacon
Rownig

The fifth party member is Azram, who does not post often.

This thread is slow enough, posting in order will be its death. Sorry.


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

Initiative is only important in round 1. After that it's basically just a circle.

For PbP games the group initiative rules become very handy wherein the PCs act, then the enemies and NPCs act. This saves the GM a lot of work posting multiple times a round. It's a more free form approach that keeps things running pretty smoothly. In a game without maps, the looser things are the better.

With group initiative it doesnt matter if we act in the same order every round, and can even make for really cool teamwork options where we're shouting tactic suggestions back and forth at each other during the fight. ("Cast that spell! I'm coming in right after it!")


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

Sorry, meant 4 and 5 like you said Rownig. I feel that group intiative really penalizes a lot of character choices and spell casters, but if that's what everyone else wants I'll go with it.


male

I'm not sure about the importance of initiative, other than the probability of the monsters getting the jump on the player characters or the other way around. Mostly I like the idea of everyone including their initiative modifier in the character header. I am going to spend a good part of today reading the link above and getting a handle on how I am going to do this. This is my first pbp game (here) but I have done this before at dndonlinegames, where things were a bit easier.

Hallister About Holy Soil. Your, and Azrams, Knowledge Religion skill scores are high enough to know that Holy Soil exists, and that it is used in religious ceremonies. But I would ask you to make a Knowledge Religion check, with a DC of 20, to already know that it is effective as a weapon or ward against undead. It is sort of like a putting two and two together sort of thing. I Think Hallister’s background is very interesting, but I’m not sure I like the idea that because of his background, there will be little opportunity for the party to “learn” about the undead, through trial and error. I sort of like the first level party experience, and often see that no one really does that anymore. Once people are exposed to the game, it seems every first level character knows how to use all sorts of tricks and gimmicks when exploring a dungeon for the first time. I’ve mentioned this before, and it is the sort of “environment is designed to support dungeon exploring as a regular profession” thing.

One last thing, reading the post above reminds me that you are all experienced players, and how you manage your characters in the game when an encounter occurs is important to you, but I want to remind you to be careful of conflating player experience with character experience. This group of Dwarves has never done anything like this before (with the exception of Hallister) and certainly they haven’t done it as a group, so if things turn out to be a mess the first time you encounter a hostile entity, that would be normal, and expected. Your group needs to learn how to work as a team, and how to compliment each other’s strength, and going into the interior of the island for the first time expecting to be able to have an encounter where everyone does what they need to do at the right time, is a bit meta.


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

knowledge religion: 1d20 + 7 ⇒ (2) + 7 = 9

Looks like that's something Hal never figured out.


male

I'm a little bit lost. Did anyone else have anything to post in the game thread before I advanced to the next morning? I hope i didn't leave you all hanging. I sort of thought that you all had something to say to eachother, or questions to ask of each other, but it looks like nothing is hapening.


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

I've been waiting for you. Helgen and I basically had dinner and retired. Nothing dramatic, I think we are on the same page. Azram, I assume is following Rownig's lead. Rownig purchased Azram's items and provided an accounting for you.


male

Okay, moving on then.


male

Hallister - Excellent post, really nice, and I can write a reaction to those words, as they stand, or if you want to throw those silly rules into the mix, you could make an intimidation check, but it can only make things better, I would ignore any bad result.


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

Glad you liked it. :)

intimidate: 1d20 + 3 ⇒ (11) + 3 = 14

Silly little rich girl...


male

I really want to put up a response, but want to give Mazrim a little more time, so look for her answer early tomorow.


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

Have we discussed rules and expectations of posting frequency yet? I'm in a few games so I forget which ones have had this conversation and which haven't.


male

No I don’t think we have discussed any firm and fast rules for posting, frequency or content, and for the most part it is going good, in my opinion. We are headed toward the first actual “encounter” and before it is begun I will have figured out a way to handle, or at least test handle, how we are going to run an encounter.

Here's the thing - in my opinion, I can respond with volumes of writing to just about any kind of question posed by a character, and I can help move things along, but I worry that I will "leap frog" over a player if I get to excited, not give every player an opportunity to respond to something I have already posted, and I would like to see more interaction between the characters, and I know that three of you are doing a great job of that so far. So here's to hoping the game keeps going, and we get to the Palace as soon as we can.


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

I propose the following:

During non-combat play, if a player goes longer than 2 days without a post they become a DMPC. If more than a week passes without a post or check in, the Player is considered inactive and subject to replacement.

During combat, players are expected to post at least once a day and are expected to check the Gameplay thread regularly to keep up with the action. If a player does not post by the end of the day the GM takes their action for them.

There will be times when real life gets in the way, which just requires a heads up notice of absence. For combat it's a good idea to have a basic strategy/role defined in your sheet to help the group decide what actions would be most helpful while you are not able to post for yourself.

How do these guidelines sound to everyone?


male

sounds good to me - and here is a long time advanced warning, should we make it that far. I will be going to Ireland for twelve days in late July. I am taking an HP touch pad, and might be able to post, occasionally, but with the number of pubs I must check off my visit list, don't count on it.


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

Your suggests sound good to me since the one week leeway allows for emergencies without getting booted.


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

A week without any kind of word is a pretty long time. Plenty of time for someone to check in and explain their absence.

The important part is that we all give permission to the GM and our fellow players to make choices and take actions for us if real life keeps us from posting.


M Dwarf Rogue 4, Init 5(7), P9(10traps), HP 30/30, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

I personally think minimum of one post a day is not unreasonable. Obviously, RL can get in the way. A check in to provide a status works fine.


HP 13 | THP 11 | AC 15 | T 11 | FF 14 | CMD 16 | F +1 | R +1 | W +1 | Init +3 | Per +3/+4 v Surprise

I like the 48 hours outside combat, 24 in.


male

Perception? Sense Motive? Knowledge?

Anyone, anyone at all?


male

sorry got called into a sudden road trip today, be back tomorrow


HP 37/37, AC 18/21, CMD 13, Fort +7, Ref +6, Will +7, Init +3, Per +8, Punish 1/1

have fun, we'll be here when you get back.


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

Enjoy and hopefully avoid traffic


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

Terquem do I know the dwarf that Rownig is talking about?


male

Mazim- By name certainly, but there is a chance you know more than average, make a Knowledge (untrained DC 10) to see how much you know, and I will put up a spoiler post, based on that.


Male Dwarf Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

knowledge: 1d20 + 2 ⇒ (1) + 2 = 3

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