Malcolm Cavendish - Human Paladin
Those are our characters. We're done accepting new ones now. As previously stated, the campaign starts Saturday night.
Game Type: Play-By-Post
Style: Homebrew Play-by-Post
Tirus is an immigrant who lived in this town since he was only five years old. He learned to hunt at an early age, and became a skilled trapper. The weapons he carries are purely for self defense against larger game (bears, deer, wolves, and elk) His parents died in an accident concerning an out of control carriage. He had lived alone then since age 15, counting on his trapping skills to help him earn his coin and stay in the small town.
Deck can see numerous tracks with different size footprints going this way and that, but none are fresh. Neither are able to spot anyone lurking on the perimeter, but both probably guess some of these tracks have been made to look old.
"Your lookin' at 'em!", the old man replies in his frail voice (however he doesn't appear to be sick or anything).
He has a thin and tight white beard, blue eyes, is bald, short, and has a slight stoop when he stands. It looks like it would be extremely uncomfortable to look up at everyone with his hunchbacked pose, but the man moves easily, if slowly. He uses a short cane ending in a sharp point, looking more for and poking logs in fires than walking.
"Ye can start by patrolling the area ta' keep wild men away.", he continues.
He takes a rolled up sack off of his shoulder and unrolls it on the ground. It holds two crude wooden spears for each party member. (fragile, range 20 feet when thrown, Piercing, 1d6 damage - str mod doesn't apply to damage when using weapon unless a confirmed crit is applied - crit 18-20/X 3
Deck Vogelsang wrote:
You'll be meeting one of the officials at the building site when you get there. The construction is about two thirds complete, which means that most of the outsides of the buildings are complete. There was no previous team, and you're the first guards being hired. You don't know why they decided to hire you so late. You need not make knowledge rolls for anything. I think the dynamic duo was caught and frozen, and I wish I could punch you through the internet for thinking they could make it without Alfred.
Sorry I took so long to respond, but i'm not as active on the computer over the weekend, and I've not had the time for it after the weekend. Hope this doesn't present a problem in the speed the campaign is traveling at. Your a fairly good ways through it, being the straight-forward, no optional objective/detour route you're on. 'Tis a short adventure anyways.
If my math is right we have four characters ready now.
We need two more characters, preferably some sort of rogue or something along those lines since we have a healing tank, spellcaster/barbarian, and an archer ranger
I like the way you're thinking about how there are limitations to what an evil character should be able to do (especially the chaotic stupid part, which i've seen plenty of). I'd run something like this, but eventually it'd become something that would repeat itself and have no point. There's only so much you can do with evil characters. Why would they bother to help a town in need? Wouldn't they let a man die instead of trying to get him to a doctor?
GM Mike Tuholski wrote:
Viluki: After a long internal debate I have to be straightforward. Please don't hold anything I say against you personally, but i'd really appreciate if you heard it all.
Everyone:The campaign is being pulled so far off track by various events that I cannot even begin to hope to bring it back to a common ground. Therefore, though it pains me to say this, I have no choice but to abandon it. AS OF RIGHT NOW THIS CAMPAIGN IS PERMANENTLY CLOSED!
Every party needs a healer! (And he's a great attacker at a distance!)
You reach the outskirts of the forest. The light from earlier today is beginning to fail as it gets closer to night time. The trees are dense, thick, and dangerously close together. Dust and dirt line a barely noticeable path through the forest and cobwebs hang from trees and join them at different sections. A skeleton is clearly visible just outside the forest perimeter, a clear warning to those who would enter that past this point you where on your own.
Good. You took care of a pretty big threat in much shorter time then expected, bypassing a hard and long encounter by instant-killing the boss. Now it's really up to the players how slowly they want to get on with the forest watch. You can do whatever you want for a bit proceeding, or you can just head right up there. It's all on you guys.
That would end up 3 points of acid damage, no atk roll needed, 1d3 dam (1d6 divided by 2 rounded down minimum 1 dam).
Small chain links fly away as two fist sized splotches of blood sprout from Trius's stomach area.
All crusaders left are left dumbfounded and astonished at the spectacle they had just witnessed. They fled in terror, fearing the rest of the party to be as outstanding as the one holding the musket.
Trius moves to D3. The grease spell fires off and now covers squares C2-3 AND D2-3. He makes his save to avoid falling.
Attack vs Rufon: 1d20 + 2 => (7) + 2 = 9 MISS!
Because he was so eager to decapitate the off-balanced druid Trius threw all his power into his swing, and (partially because of the grease) could barely recover from the tremendous miss in time to ready himself for any incoming attacks.
The cocky Crusader smirks as Rufon pulls his club back to block the incoming swing.
Attack vs Rufon (Crusader #1): 1d20 + 5 => (14) + 5 = 18 HIT!
His heavy mace gets just inside the druid's guard, enough for a decent hit, though not the best because of the angle at which the mace came in.
Crusader #2 (the one originally at the door with the longsword moves to G5 and slashes at Sylas.
Attack: 1d20 + 3 => (11) +3 = 14 MISS!
He thinks he has a clear shot, but the man whirled around to block at the last second.
Crusader #3 (originally at E1) 5-foot steps to D2, but slips as soon as his foot hits the grease all over the floor. He falls in it and wisely decides against attacking while on the ground.
Finally Sylas starts up inspire courage to bolster his allies.
Everyone tell me what you're doing for round 2.
You're actually within 15 feet of him at the most.
The room is 25 feet (5 five ft sq) wide by 50 (10 five ft sq) feet long.
Deck: That would be accurate, except no one is brave enough to challenge their "authority". He merely snarls at the demand for evidence.
Guys, get your graph paper ready. I had no way to put my grid with names up on the post, so i'll try to make this as simple as possible. Two squares by two squares is a good sized five foot square for graph paper. I'd suggest using initials for names, doors, and such.
The room is 25 feet (5 five ft sq) wide by 50 (10 five ft sq) feet long.
ETIENNE IS 1ST, THEN TRIUS. YOU CAN FIGURE IT OUT FROM THERE. THE CRUSADERS GOT A 5 ON THEIR ROLL, SO IF SOMEONE COULD PROCURE A LIST OF WHO GOES WHEN THAT WOULD BE GREAT. YOU DO NOT HAVE TO WAIT FOR YOUR TURN TO COME AROUND. KEEP TELLING ME WHAT YOU AE GOING TO DO, AND IF YOU MOVE AND AN ENEMY MOVES, I'LL FIX YOUR DECISION ON WHERE TO MOVE FOR YOU, JUST TAKING YOUR ROLLS YOU ALREADY MADE INTO ACCOUNT..
The Crusaders or "Holy Men" are knights who believe themselves to be fighting in the name of their particular god. They come with an array of weapons, but usually have something identical or related to their diety's favored weapon.
The leader slowly steps right up into the gunslinger's face.
The rambling and introductions cease as four men in full chainmail bearing the holy symbol of Gorum (god of battle) enter. One remains near the door and rests against the wall, one hand placed on the hilt of his longsword, one in a buckler, his eyes constantly scanning the room for signs of disturbance. Two more go and sit at a table two to the party's left. Both have a heavy steel shield strapped to their back and heavy maces dangling at their belts.The last, the obviously arrogant leader of these men, strides up to the bartender and demands something. The bartender seems to beg the man not to do something. The holy man roughly grabbed the bartender's shirt collar and heaves him over the counter and on to the floor.