Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Remember the poem that you say inside the door, No flying through the air 'Left to Right, Right to Left, Do not disturb the air as you dance.'


Evil GM

Lucrezia the door opens easily enough for you. How are you going to proceed? I will need exactly how each character intends to proceed once they begin moving beyond the doorway.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Lucrezia, we should back up while you examine the stairs and see if it is a trap that can be disabled. Faelyn has that scroll of Dispeling Magic from the Wavedoor that we can use.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Perception 1d20 + 16 ⇒ (11) + 16 = 27

Lucrezia carefully examines what she can of the stairwell, trying to see if there is a trigger for the trap.


Evil GM

Lucrezia you do not perceive any magical trap. Mechanically, you know the stairs are trapped, with pressure triggers, in the middle and right side of the first step. That is what you can clearly see from your POV. The strange script on the inside of the door is written in Polygot from the Shackles. Left to Right, Right to Left, Do not disturb the air as you dance.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

From the top of the stairs, Faelyn casts his detect magic spell in the air above the stairs going down the whole distance.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

"Well, it looks from like the only option is to step according to the warning on the door and avoid the pressure plates, moving gently down the stairs with nothing flying."

Lucrezia will take out the light stone she had and work her way down the stairs, being careful to avoid the pressure plates and trying to make any unneeded movements.


Evil GM
Faelyn Sindrel wrote:
From the top of the stairs, Faelyn casts his detect magic spell in the air above the stairs going down the whole distance.

You don't detect anything magical.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Ziz crawls into Faelyn's leather duster. I don't want go through that mist again.


Evil GM

Lucrezia only:
You actually think there are multiple traps involved with the steps. You, also, know it is an easy endeavor to conceal or mask complex traps, including magical ones.

Lucrezia remember these were wide steps and very well made that descend down 50 feet to a landing or floor. I need you to take each step in 5 foot increments and I need you to be very specific in your direction of travel with each 5ft increment. Then I need you to make perception check for each step.

There is no light coming up from the cellar.

Below was previously described to you.
When the door is you see a 10 foot wide gradual staircase that has exquisite craftsmanship. The stairs themself are made of brown, and black veined stone, and are quite wide for step. There are polished wooden hand rails on either side of the wall useful for balance. Overall these stairs are in pristine condition, you can also see to empty sconces 15 feet below. The stairs descend 50 feet to a landing, or floor.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea waits to see the results of Lucrezia's actions.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk holds his breath as Lucrezia makes her descent.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Perhaps we can see if there is any disabling switch up here, or past the trapped stairs when Lucrezia gets to the bottom? I can see House Thrune making a trap that cannot be disabled in such a manner out of spite, but what if they wanted to get up and down easily if they got access back?

Andrea checks around the wall near the door after casting Guidance on herself Perception: 1d20 + 12 ⇒ (6) + 12 = 18


Evil GM

Andrea you don't see any disabling switches.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Lucrezia holds one of the light stones in her hand as she begins her descent. She examines each step before she puts her foot on it, following both the pattern mentioned on the door and trusting in her own judgement.

A bunch of perception rolls since I don't know how many I will need.:

perception 1d20 + 19 ⇒ (8) + 19 = 27
perception 1d20 + 19 ⇒ (14) + 19 = 33
perception 1d20 + 19 ⇒ (16) + 19 = 35
perception 1d20 + 19 ⇒ (9) + 19 = 28
perception 1d20 + 19 ⇒ (6) + 19 = 25
perception 1d20 + 19 ⇒ (19) + 19 = 38
perception 1d20 + 19 ⇒ (7) + 19 = 26
perception 1d20 + 19 ⇒ (6) + 19 = 25
perception 1d20 + 19 ⇒ (4) + 19 = 23
perception 1d20 + 19 ⇒ (4) + 19 = 23
perception 1d20 + 19 ⇒ (4) + 19 = 23
perception 1d20 + 19 ⇒ (17) + 19 = 36
perception 1d20 + 19 ⇒ (7) + 19 = 26
perception 1d20 + 19 ⇒ (12) + 19 = 31
perception 1d20 + 19 ⇒ (16) + 19 = 35
perception 1d20 + 19 ⇒ (4) + 19 = 23
perception 1d20 + 19 ⇒ (7) + 19 = 26
perception 1d20 + 19 ⇒ (10) + 19 = 29
perception 1d20 + 19 ⇒ (11) + 19 = 30
perception 1d20 + 19 ⇒ (9) + 19 = 28
perception 1d20 + 19 ⇒ (7) + 19 = 26
perception 1d20 + 19 ⇒ (11) + 19 = 30
perception 1d20 + 19 ⇒ (6) + 19 = 25
perception 1d20 + 19 ⇒ (3) + 19 = 22
perception 1d20 + 19 ⇒ (13) + 19 = 32
perception 1d20 + 19 ⇒ (8) + 19 = 27
perception 1d20 + 19 ⇒ (18) + 19 = 37
perception 1d20 + 19 ⇒ (8) + 19 = 27
perception 1d20 + 19 ⇒ (17) + 19 = 36


Evil GM

Lucrezia Only Descending the Steps:
You step on the top far left step and look at the next step realizing that the next step down on the left side is trapped, but the middle step down is safe. Once on the middle step you can see that the next step down needs to be to the right, as both the middle and left step are trapped. This pattern takes you left to right. When you arrive at the proper far right step, you can see the next pattern emerge - right to left. This repeats all the way down the stairs.

Using your perception checks this is what you discover. There are three places to step on each 10 foot wide stair (left, middle and right). Each step has only one safe step to walk on. It takes three steps to transverse from left to middle to right. Once safely at the right you go from the right to middle to left. In essence you walk diagonally down the stairs.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Has Lucrezia reached the bottom safely?


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Lucrezia waves to the group from the base of the stairs after her crazy, zig-zag pattern of walking down the stairs.

Now that she is down here, is there any sort of switch that she can see to turn off the stair traps?

perception 1d20 + 19 ⇒ (17) + 19 = 36


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

How bout just holding yer breath?


Evil GM

Lucrezia Only:
You see on front of the bottom step three small openings and in Polygot a warning: One succeeds, two do not


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Baldwin:
How small is small? Finger sized, hand sized, pencil sized?

Lucrezia will bend down and try to peer into the openings, trying to figure out if one will turn off the trap.


Evil GM

Lucreazia:
The openings are large enough for a medium sized creature to slide his, or her, arm into. Each hole extends 24 inches and end at a flat surface, each surface has exactly five small holes for inserting fingers.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Baldwin:

perception 1d20 + 19 ⇒ (15) + 19 = 34

Lucrezia carefully examines each opening, looking for signs of which ones might be traps and which one is the correct one. Like looking for bloodstains or scratch marks near the trapped openings and signs of wear near the correct opening.


Evil GM

Lucrezia Only:
You absolutely recognize this as a mechanical finger chopper trap. Only one of the three holes will permit a successful disabling of the trap. The only way to bypass the trap is to insert your fingers in the correct hole. You realize it's a never miss trap. One close examination the center hole seems to have some darker blotches but you can not see inside the smaller holes.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Baldwin:

Take a deep breath and tries the far right one.


Evil GM

Randomness of Trap:

The middle hole was trapped as the blood stain revealed.
The non trapped hole will be: 1=left; 2=right
1d2 ⇒ 2

Congratulations!

This would have been a good time to have Faelyn summon a creature to test which hole.

Take peek under the spoiler for your answer!


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Lucrezia breaths a heavy sigh of relief as she pulls her hand out of the hole with all her fingers still attached.

Would not have thought of using a summoned creature since I thought they could only be used to attack something. This seemed a bit beyond that spell to me.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Are we good now Lucrezia? If she agrees, Faelyn follows the same pattern she used to descend.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

"I think so. Try it once at a time first to make sure though."


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

What ye doin girl? We comin down or not? I can throw the rat first ta test it.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk nods.

"I trust you Beautiful. You know what you're doing.'"

The big orc boldly moves down the stairs towards Lucrezia.


Evil GM

As Lucrezia sits there staring at her wiggling fingers she breathes a sigh of relief... the stairs are safe to transverse.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea heads down the stairs with the others


Evil GM
Lucrezia Villanova wrote:


Would not have thought of using a summoned creature since I thought they could only be used to attack something. This seemed a bit beyond that spell to me.

Here is part of the summon monster description:

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The key would have been to find a creature with five digits, whose hand/fingers would have fit.


Evil GM

Everyone makes it safely back down to he steps and into the corridor. It is pitch black, except for Lucrezia's light source or any light you are carrying.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea casts Light on a small piece of debris and holds it up.


Evil GM

Basement Map

The corridor is 10 foot wide and with fine stone craftmanship, there are numerous battle scars on the wall and stonework. There is door to the north near the foot of the steps.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

I can back ye up if ye wanna scout foreword a bit girl. I get the feeling we ain't seen the worst o what this place has take offer. Ain't found enough gold fer that.

The dwarf endeavors to stay as near the front as possible. Smacking Andrea on the rump as he passes her by.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk asks for protection from the Eternal Rose before peering into the darkness.

Extended Magic Circle vs Evil

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

"Stay close. Grimm's got the right of it. I'm sure the worst is yet to come."

Truk will lead the way down the hallway.


Evil GM

Faelyn I have zizmort underneath your avatar token.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Shall we check out this door?


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Ok, next finger trap spell, I am called for Faelyn's assistance. :)

Lucrezia follows the half-orc up to the door and will then look it over for traps and locks so that they can open it.

perception 1d20 + 19 ⇒ (4) + 19 = 23
disable 1d20 + 16 ⇒ (18) + 16 = 34


Evil GM

Truk and Grimm with their darkvision will be able to see the following. Those with low light will have enough light off of Lucrezia's light shard to see. Everyone else is seeing shadows towards the end of the their field of vision.

Did anyone give John a light source near the rear?

BASEMENT MAP


Evil GM

Lucrezia the door you passed to on the Northside of the hallway was not locked but you notice scratches all along the base of the wooden door. Some of the scratches extend towards the middle of the doorway, they are almost claw like in nature.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Nope, but that can be solved.

Andrea passes her glowing bit of debris to John.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Let's scope out the rest of this hallway before we start opening doors.

Truk moves all the way to the end of the hallway.


Evil GM
Truk'tosh wrote:

Let's scope out the rest of this hallway before we start opening doors.

Truk moves all the way to the end of the hallway.

Which hallway end?


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Faelyn casts dancing lights and guides them out in front of the group about 10 feet.


Evil GM

Faely has four dancing lights all within a 10 foot radius of one another out front for 1 minute, which direction are you sending them?


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

The eastern end.

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Evil GM

This is the discussion thread for the Council of Thieves AP. Feel free post and ask quesitions here.

I would ask that you move the previously answered DM quesion under your profile for easy access.

Everyone check in if you are still interested.

I anticipate getting the gamethread up and running in the next day.


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Just a quick thing that you have been getting wrong about my character, His name is John Deos, not Joe. Also this is me checking in.


Evil GM
baldwin the merciful wrote:

So far we have:

NeoSeraphi "Shinon" - Male, H/E, Urban Ranger, NG
Kenji Masadi - Male, Human, Martial Artist, NG
Duncan Redhammer - Male, Dwarf, Inquistor, N
Mad Doc -Female, Human, Cleric of Urgathoa, N
John Deos - Male, Human, fighter, LN
Cagliostro "Kyrim Dys" - Male, Elf, Rogue, N


Evil GM

John Deos...correct, sorry. Seems like I kept reading it incorrectly.


Evil GM

I'm going to repost the creation rules under this discussion for future reference, since I did not create the original Recruitement thread.

A few basic rules, if I GM:

20 Pt buy
No score below an 8 before racial adjustment.
Average coin
Download the Free PG
2 traits, (1 must be a campaign trait)
No third party material
No Alchemist, Gunslinger or Summoner
Core races only, no thiefling characters.
4 people (5 if there is no posting issues)
Minimum 3-5 posting a day.
No evil

I'm sure I would have few other rules but I'd need to think about it.


Evil GM

I'm going to try to get the gameplay up later tonight but realistically sometime tomorrow.

Everyone confirmed they can be active posters, 3-5 times a day, which is great. I do understand life happens and we other committments and posting can be hard. If you know posting could be slow try to let us know, so we work around it.

I've asked all six recruits to come join the group, hope that is not an issue with anyone. Hope it does not slow things down, but there does tend to be some attrition in these PbP games.

Welcome aboard...may the shadows of the night not devour your soul.


Evil GM

"Before the Age of Lost Omens, Westcrown dubbed itself “the shining light of Aroden’s civilization.”
Now, others taunt us and say, “You can find anything, civilized or not, in Westcrown—except for
Aroden.” Ignore outsiders—we know the truth. We did not fail Aroden—he failed us, though we
Wiscrani held the faith! We embraced that adversity and replaced his betrayal with strength and
order. The Hellknights paved our way and House Thrune walked it to greatness. I don’t blame them at
all for moving the capital—this place only reminds you of past failures. Besides, better for a Wiscrani
to make a living without so many priests or imperials around, and easier for those of us who deserve
it to ascend to higher stations without them in our way."
—Alcini Vitaron of Alcini’s Apothecary


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Chiming in


Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)

I am Masada! Mwahahahaha! Yeah I'm cool


Evil GM

Excellent we have three of the six test subjects ready, willing and able to test the darker side of Westcrown.

This should be the link back to the original Recruitment thread:

RECRUITMENT THREAD


Evil GM

House Rules:

HPs when leveling up:
Roll the dice, reroll 1's

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

Saves:
I won't roll saves for everyone, unless play bogs down. We will play that by ear and see how it goes.

Combat:
Everyone should post two actions, their first choice and an alternative choice, to help speed up combat. Obviously, we all will not be posting in order.

I'll run it free form rather than maptools (I just don't know how to use mapping tools. If someone posts a quick tutorial...I mean a dummies guide to using, I will be happy to reconsider.)

Let's use the standard PBP formatting

italics for internal monologue/thoughts
Bold for speech out loud
Out of character for out of character comments or questions

If anyone doesn't know how, look at the bottom of the page under the submit post button and forum rules blurb, there is a thing that says "How to format your text (show)" Just follow that.

Also, if you want to make a roll and then react to it in the same post, put the formatting in for the dice and then hit preview. It will show you the results of your roll before you post.

Does anyone have any other suggestions or ideas? Anything they have experienced either positively or negatively with PbP?


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Just a quick thing for those who don't know how to make an alias, you go to "my account" at the top of the page. Go to the box title message board alias, then click create new messegeboard alias. This way you can keep your profile for other things than just that character, and allows you to be in more than one pbp game.

As for the map, you only need Google docs and some picture editing tool and a digital copy of the map you are using.


Evil GM

It looks like Cagliostro will not be joining the group. Too much on his plate right now.

I'm waiting on the last two to check in, then the game should begin tomorrow.


Evil GM

Here is some common phases you should hear:

Natives of Westcrown—along with several other major
Chelish cities—possess a wide vocabulary referring to titles, places, and specifics relating to their home.

Adel: A small, personal barge
Dottari: The Chelish city guard
Durotas: A captain of the city guard
Duxotar: The commander of the city guard
Haloran: A lantern-bearing staff
Pyrahje: Man-sized torches that light major areas of Westcrown by night
Parego: “Great region,” one of the three major districts of Westcrown
Rego: A region or neighborhood of Westcrown
Vaneo: A Chelish manor house
Vira: A Chelish estate
Wiscrani: A resident or something from Westcrown


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

I am here. Ready to go.


Evil GM

Glad to have the fourth victim...er...I mean volunteer...Duncan Redhammer.


Evil GM

I've opened the gameplay thread and have begun to post some background story for everyone. I plan to post a quick one-on-one meeting with Janiven for each character, tomorrow. This will be your character's invite to a special meeting.

I know everyone has put some background together and I do appreciate that, the more information that I have, the more personal experience I will endeavor to make for your character.

Has anyone ever played this AP? It doesn't matter if you have or not, I will add my own flavor and touches.

Welcome to the campaign.

Liberty's Edge

I have not played this AP before. I am still very interested, and I apologize for not responding sooner. Will update my profile with my answers to the questions now.


Evil GM

Don't worry, its fine. I closed the recruitment and opened the discussion and gameplay ahead of schedule. Everyone who appleid seemed geniumely interested in the campaign, so not reason to delay.

The five have checked in, and it shall begin...


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

Great, glad to hear it. Also, thank you John Deos for your assistance. I now have a profile specific for Shinon to use.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

First Pathfinder game ever.


Evil GM

Well this is my first PbP game to GM, so bare with me. I've GM'ed for a while now in real life though.

I definately like to keep it fun, I tend to add a bit grit to my games to too. Don't be afraid to ask questions. Have fun!


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Andrea1 wrote:
First Pathfinder game ever.

Good luck. I hope you have fun. In my first PF game, I played a Half-Elf Summoner (it was a one-shot). It was a lot of fun for me, and I've been playing PF ever since.


Evil GM

I'm starting to post the introductions for each character on the game thread. Only one is done, don't panic if I don't get to everyone tonight. Once I get everyone's invitation posted...then feel free to post away.

I guess, I should ahve asked about time zones...I'm EDT.


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

I'm in the Central Time Zone.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Eastern


Evil GM

Well, I have an individual post for each of the party in the gameplay thread/tab. You can check in, read it and post your response or reaction on the gameplay thread. That should get the ball rolling.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Never Played the AP before.
I live in Qld Australia, so GMT+10 timezone.

Don't worry. I have my Nexus Glued to me and I work altermate Day/Nightshift.
I check back like 10 times a day.


Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)

I have not played this AP. I keep joining games that die out in a matter of weeks. Highest level I have commonly obtain was 2. I have a goblin in a homebrew Goblin only campaign at level Seven but thats mostly combat. I crave More RP.

Also, I can post from my phone as long as I am not actively working, sleeping, or at my live game night which is Sundays. MY working gaps are two hours apart. It is possible for me to post in between those. Here's to a good game, cheers.


Evil GM

Duncan and Kenji can you put your initiative modifier in Class/level line on the alias, that way its easy for me see when combat occurs. Thanks.


Evil GM

This AP assumes everyone is either from Westcrown -(which I'm sure I will call Westport a few times, so I apologize ahead of time for those typos)- or they have been their long enugh to be familar with the city's workings. That being said, I will impart descriptions for the city throughout the game.

A lot of this will be common knowledge, I will tell when it is not and have you roll the appropriate Knowledge role. Obviously, Knowledge Local and Nobility are useful skills.


Evil GM

If it's not already in your profile can everyone give provide a description of their footwear, clothing/armor and length of their cloaks or robes. Thanks


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Uh-oh Duncan! -1! I think that is a 'Start a brawl' roll. :)


Male Human Ranger 1

Hah! Don't need a roll for that. Kick a puppy....see what happens.

..


Evil GM

Is the pace ok and the story flow ok? I'm trying to build up a tension and along an apparent uneasiness on Janiven's part.


Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)

I have never been part of a campaign that posts quite this much. Pace is okay just try not to leave anyone behind. Popping on after two hours for 15 minutes and all I can do is read. Barely able to get my posts in.

It will be tricky but I'll try and keep up. Just don't be surprised if I miss stuff due to rush reading.


Evil GM

I'm sure it will slow done soon, just lodging the hook and excitement of a new campaign.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Rather quick, but I can keep up more in the evening.


Evil GM

Can John, Kenji and Shinon put a height on ther character sheet? Thanks.


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

Height? Certainly.

And I was so confused about STR Ranger for a second. I was concerned that we had two rangers in the same group!

Anyway, I get back and see a whole 16 posts waiting for me! This is pretty exciting. The pace is good, and I'm sorry that I missed out on so much of it. But I'm back for the night, and now I'm going to make up for lost time.


Evil GM

Shinon, don't worry about missing the posting right, I really want to draw everyone into the scene and begin to feel urgency of the scene. Plus, there is the background information folks will know. So far, everyone is doing fine. The pace will slow down, eventually.

Don't forget to include a good description of your footwear, length of your cloak or robe.


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

Hooray for failed Sense Motive checks! Shinon is as on Janiven's side as his personality will allow now. (About 30%).


Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)

Height Posted.

I can say with certainty that I prefer this pace over the crawl that most campaigns seem to end up with Truly I can check on campaigns I am a player in all the time but none of them ever move. Nice to have a fast moving campaign for once.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

As noted I was unclear about what Andrea was doing, she was checking to see if she is missing anything or is carrying anything new after the bump. The host's nervousness is getting to her.


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

Sorry for the short post. Just trying to help set the scene.


Evil GM

The short post is fine, the kid will be gasping out a message soon.


Evil GM

Now you all are going to find out why I needed height, footwear and length of clothing. Insert diabolical DM laugh! John you will definately be a bit uncomfotable given you 6'4 height. Duncan has plenty of extra room though.


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

Hey, I'll take getting my cloak muddy over getting caught by guards any day.


Evil GM
Shinon wrote:
Hey, I'll take getting my cloak muddy over getting caught by guards any day.

That is good choice.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Mud,Carrien it all comes out with a little baking soda, that is what mother taught me.

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