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.
Evil GM
Here is a current SEWER MAP position. Duncan's token is under the grease spot in hex F0.
SEWER MAP RD3
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Wait..was out of range of my hand of Acolyte attack.
Andrea moves to F-20(Don't want to try pushing past Ermolos)
Evil GM
Since neither bandit is visible to Shinon, he holds his action waiting for a bandit to reappear. His wait is not long as Clem steps out and aims at Duncan wiht his restrung bow.
Shinon shots his bow.
Shinon's shot with Fav enemy: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 2 ⇒ (2) + 2 = 4
Missing the cautious bowman. That bandit fires at Duncan.
Clem shot at Duncan: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 2 ⇒ (4) + 2 = 6
Striking him with an arrow.
Evil GM
RD3 actions so far:
Shinon - Held action until Clem popped out. fired and missed.
Clem- Popped out from behind wall, shot at Duncan hittign him for 6 pts of damage.
Duncan- moves 1/2 (10 ft movement) after making Acro check and is standing sturdily in the last hex with grease. F0 (the token is under the grease token)
Andrea- moves to F18, moves even further up to F20
Kenji- leaps across the trench kicking the bandit hard for 6 HP damage. Kenji was hit wiht a light mace for 6 HP damage and is at 19HP damage.
John -
Bandit- Drops Shortbow and skulls kenji with a light mace, 6 hp damage to Kenji.
Montague-
Ermolos -
Evil GM
The bandit near kenji drops his bow and grabs his light mace and swings at Kenji's head.
Bandit on Kenji: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 2 ⇒ (4) + 2 = 6
Confirm Critical: 1d20 + 5 ⇒ (10) + 5 = 15
Kenji's limp body slides under the trench water.
Missing the confirmation but Kenji takes 6 pts of damage. His total should be 19 pts taken. Looks like Kenji is -2.
Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)
baldwin the merciful wrote: Kenji Masada wrote: I only found 5 damage but where are you getting 13 from?
Well in any event. If I have sustained 13 damage then I would have popped a potion instead of throwing a shuriken round 2
1d8+1
Round 3 I will leap across the trench next to the baddie and attack him with a kick
Acrobatics:1d20+8
Kick:1d20+5
For:1d6+2
Its on this page about 20 posts back. It was 2 posts before the RD1 Recap
The kick hits him hard.
The space Kenji kicked into is barely 5 ft deep. No two characters can occupy the same space unless one is helpless CRB 193. That would put Kenji falling backwards into the trench. Make a fortitude save DC12. No I did not jump into his square, I jumped into the one next to him. He is in 27 and I should be in 26. If he was in 26 then I would have move up to 25 and leaped across from there to 25. I know better than to leap into the same square as a foe.
Evil GM
"Brained 'em Clem. Gonna make the tin soldier boy squeal for his mom, next." the bandit at the rear of the group shouts.
Clem chortles, "Ain't lookin' so tuff now are you. Gonna cut you in half dwarf. Then the teach that half-elf a lesson in manners."

Evil GM
Kenji Masada wrote: baldwin the merciful wrote: Kenji Masada wrote: I only found 5 damage but where are you getting 13 from?
Well in any event. If I have sustained 13 damage then I would have popped a potion instead of throwing a shuriken round 2
1d8+1
Round 3 I will leap across the trench next to the baddie and attack him with a kick
Acrobatics:1d20+8
Kick:1d20+5
For:1d6+2
Its on this page about 20 posts back. It was 2 posts before the RD1 Recap
The kick hits him hard.
The space Kenji kicked into is barely 5 ft deep. No two characters can occupy the same space unless one is helpless CRB 193. That would put Kenji falling backwards into the trench. Make a fortitude save DC12. No I did not jump into his square, I jumped into the one next to him. He is in 27 and I should be in 26. If he was in 26 then I would have move up to 25 and leaped across from there to 25. I know better than to leap into the same square as a foe. I think you are confused with the setting. There is no space next to him, he is in nook in the tunnel. There is tunnel wall on either side of him. The only available space is the trench that you have to jump over. Are you able to see the maps?
Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)
Obviously I am not able to see it well enough to make appropriate actions. If there is no easy way to melee him, then I won't I have shuriken so I will simply have to use those. Kenji's not so desperate to fist fight to be willing to jump into sewage to do so. So since you have made it impossible for me to melee clean, I will toss a shuriken.
Toss shuriken:1d20 + 4 ⇒ (4) + 4 = 8 For:1d3 + 1 ⇒ (2) + 1 = 3
Evil GM
RECON kenji jumping over the trench and hitting the bandit, landing in the trench, the bandit dropping his bow pulling a light mace and braining Kenji causing massive head injuries and his flirtation with negative HP.
Kenji throws a shuriken and misses widely. The bandit levels his bow and shots at Kenji.
Arrow at Kenji: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (5) + 2 = 7
Narrowly missing the foreign man.
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
Shinon grits his teeth as he hears the bandits shout. They took one of the group out? Which one? It wasn't Andrea, was it? Shinon doesn't turn his back to his enemy to glance. "Andrea, man down!" he shouts, hoping she can hear him.
He knocks an arrow and waits for Clem to show his ugly face again, before firing directly into it.
Going to ready an action to fire as soon as Clem becomes visible again. Here's my attack and damage (including Point Blank Shot and Favored Enemy)
1d20 + 8 ⇒ (20) + 8 = 28
1d8 + 3 ⇒ (5) + 3 = 8
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I think he is ok, I thought he wasn't but it was just.. something.. Andrea's head is swimming, it seems her mind is starting to fray from the voices and laughter..
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
Come an play then ye son of a Orc lover!!
Rd 4Action
Duncan sets his feet and moves to F-3 Acrobatics 10 to move 1/2 speed1d20 + 3 - 3 ⇒ (11) + 3 - 3 = 11, drawing his last potion as he moves.
He then drinks it
1d8 + 1 ⇒ (7) + 1 = 8
Recoverd 1HP
Evil GM
We are still at the end of round 3, I will DM PC John's action, then the wizrd goes, the Ermolos. At that point it will be round 4.
John will move up 15 feet directly behind Duncan and position his tower shield.
Acro DC10: 1d20 + 1 ⇒ (10) + 1 = 11
His footing is slippery but he stays on the ledge.
The wizard does not noticeable appear to have done an action.
Male NPC, Human Warrior1, Fighter1
Ermolos Rd 3 action:
Ermolos moves forward next to kenji and shots his crossbow. Hex F26
crossbow: 1d20 + 1 ⇒ (19) + 1 = 201d8 ⇒ 3
Confirm Crit: 1d20 + 1 ⇒ (19) + 1 = 20
A wicked bolt strikes the bandit hard.
6 pts of damage.

Evil GM
RD3 actions so far:
Shinon - Held action until Clem popped out. fired and missed.
Clem- Popped out from behind wall, shot at Duncan hitting him for 6 pts of damage.
Duncan- moves 1/2 (10 ft movement) after making Acro check and is standing sturdily in the last hex with grease. F0 (the token is under the grease token)
Andrea- moves to F18, moves even further up to F20
Kenji- Threw a shuriken and missed.
John - Moved up 15 ft behind Duncan Hex F1. His token is under the grease token but he is firmly standing on hte ground, shiled planted.
Bandit- Shot at Kenji and missed.
Montague- No noticeable action take.
Ermolos - went up next to Kenji Hex F26, fired Crossbow hit for crit damage 6 HP.
RD4 Begins:
Shinon- waits till Clem pops aout then fires bow hitting and critting him for 18 pts of damge.
clem- fires his bow at Duncan and moves across the juncture toward the wizard. Missed his shot at Duncan, ran into a fog bank across the juncture.
Duncan - drinks his last healing potion.
Andrea - uses her Hand of the Acoylte ability but missed.
Kenji
John
Bandit
Montague
Ermolos
Clem darts out firing at Duncan, getting hit by Shinon's arrow.
1d20 + 8 ⇒ (7) + 8 = 151d6 + 2 ⇒ (2) + 2 = 4
Missing as he darts across the way. There is fog bank rolling into the juncture.
Evil GM
Here is the map in RD4:
Note there is fog cloud that does not show up well on this map. It covers hexes H-5 and -6,G -5 and -6 and its rolling into F -5 and -6.
SEWER MAP Rd4
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea moves to F23
DoN't WoRryY mY bOy, ThErE wIlL oNlY bE a LiTtLe BlOoD
Hand of Acolyte +3 hit 1d6 damage on the bandit across the trench 1 use out 6
attack: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d6 ⇒ 5
Nghhhhhgh!
Evil GM
"Sister, I'm going to enjoy your corpse," the man growls.
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
Sorry I have not posted yet. I just want to point out that you are not taking into account John's armor check penalties which are quite massive when he is using his tower shield.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Oh My BoY, dO yOu ReLlY tHiNk YoU wOuLd bE tHe FiRsT dEaDeR i EnJoYeD? I rAn WiTh ThE gHoUlszzzz WhIlE Drunkrr...Rggg..
Andrea doubles over and clutches herself, seemingly struggling to keep herself together.
Evil GM
John Deos wrote: Sorry I have not posted yet. I just want to point out that you are not taking into account John's armor check penalties which are quite massive when he is using his tower shield. Thanks for pointing that out. You would have been swimming with in the trench again. Call it GM goodwill. Sorry we battled without you. quite a bit of catching up to do. Take your next action.
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
What type of checks would John have to make to jump into the sewage?
Evil GM
John Deos wrote: What type of checks would John have to make to jump into the sewage? Jumping in the sewage is easy enough an Acro DC 5 to stay on your feet. fortitude DC12 for filth fever. Andrea's diety Urgathoa may try to convert you though. LOL
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
The fog cloud will probably put a dampener on whatever you are going to try
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
John seeing no easy way past where he is and knowing he is already covered in crap, jumps into the sewage to try and get a better route to the enemies.
Acrobatics:1d20 - 15 ⇒ (14) - 15 = -1
Fort:1d20 + 5 ⇒ (19) + 5 = 24
He then stands back up on his feet.
Evil GM
John Deos wrote: John seeing no easy way past where he is and knowing he is already covered in crap, jumps into the sewage to try and get a better route to the enemies.
Acrobatics:1d20-15
Fort:1d20+5
He then stands back up on his feet.
If only you had platemail on...an anchor!!!!
Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)
After some extensive research I have come to a pleasant discovery, I can flurry of blows with Shuriken. SWEET!
I draw two of my Shuriken and chuck them at the guy.
Attack 1:1d20 + 4 ⇒ (13) + 4 = 17 For:1d3 + 1 ⇒ (2) + 1 = 3
Attack 2:1d20 + 4 ⇒ (6) + 4 = 10 For:1d3 + 1 ⇒ (1) + 1 = 2
Commin atcha
Evil GM
Kenji Masada wrote: After some extensive research I have come to a pleasant discovery, I can flurry of blows with Shuriken. SWEET!
I draw two of my Shuriken and chuck them at the guy.
Attack 1:1d20+4 For:1d3+1
Attack 2:1d20+4 For:1d3+1
Commin atcha
One of the shurikens stabs into the bandit actoss the tunnel.
The bandit aims his bow one more time a Kenji.
Arrow at Kenji: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 2 ⇒ (1) + 2 = 3
Missing wildly as he senses the tide is shifting.
Male NPC, Human Warrior1, Fighter1
Ermolos fires another shot at the bandit in the nook.
crossbow: 1d20 + 1 ⇒ (1) + 1 = 21d8 ⇒ 4
Dex check to see if string Snaps: 1d20 + 0 ⇒ (15) + 0 = 15
Lucklily ermolos' crossbow string does not snap and he reloads.
Evil GM
RD 4 Recap:
Shinon- waits till Clem pops aout then fires bow hitting and critting him for 18 pts of damge.
clem- fires his bow at Duncan and moves across the juncture toward the wizard. Missed his shot at Duncan, ran into a fog bank across the juncture.
Duncan - drinks his last healing potion.
Andrea - uses her Hand of the Acoylte ability but missed.
Kenji - Threw two shuriken's andoone hit the bandit. 3 HP damage
John - Jumped into the sewage for another route to the bandits. Makes Fort save.
Bandit - Shot at Kenji and missed.
Montague - no noteable action
Ermolos -his crossbow misfires but does not break the string.
RD 5 Begins:
Shinon -
Clem -
Duncan -
Andrea -
Kenji -
John -
Bandit -
Montague -
Ermolos -
There is a thick fog cloud rolling into the juncture. If you look closely it appears on the map.
Here is the Sewer Map a tthe beginning of Rd 5
SEWER MAP RD 5
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
Shinon wants to help John out of the water, but feels his heavy armor and shield might be too much for the half-elf alone to lift. So instead, he knocks an arrow and fires at a bandit.
There's an enemy in F0, I believe, it's hard to tell. I don't know what you're using for the bandits, all I see is us on the map. If there is an enemy in F0, which is just 20 ft away from Shinon, he'll attack that enemy.
1d20 + 8 ⇒ (19) + 8 = 27
1d8 + 3 ⇒ (6) + 3 = 9
Otherwise, Shinon holds his action until an enemy appears for him to shoot.
Evil GM
Shinon wrote: Shinon wants to help John out of the water, but feels his heavy armor and shield might be too much for the half-elf alone to lift. So instead, he knocks an arrow and fires at a bandit.
There's an enemy in F0, I believe, it's hard to tell. I don't know what you're using for the bandits, all I see is us on the map. If there is an enemy in F0, which is just 20 ft away from Shinon, he'll attack that enemy.
1d20+8
1d8+3
Otherwise, Shinon holds his action until an enemy appears for him to shoot.
The two blobs that you see in F0 and F1 these are grease spots, there are no bandits visible from your POV. The end of the tunnel at the juncture is completely covered with fog and it appears to be expanding towards you. Vibility is obsured, there is 5ft visibility in the fog, and there is a 20%/50% miss chance depending on what is being aimed at. Dark vision and low light vision are effected.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea wipes her face, a little blood trickling down where she bit her lip. Are you sure you don't want to surrender? She asks the crossbow and shuriken festooned bandit. I mean if you let us know where Henk and the rest of your friends are and what you have all been doing we can at least give you a head start. Blood tastes better after it gets pumping. Andrea holds her sickle up ready to throw if the bandit gets disagreeable.
Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
If the bandit gets persnickety. Oh too bad..We can just talk to your corpse then, magic is wonderful.
Hand of Acolyte 2 out of 6 used.
attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 ⇒ 4
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
John will wade further along the sewage toward where the wizard adn bandit are.
Evil GM
"I ain't no coward, speak to my corspe if you must I'm sure you will be able to explain my death to the authorities," the bandit spits out at Andrea.
Meanwhile John wades twenty feet further now entering the fog bank. [ooc]John is now in hex G-4
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
Ah, I see. I misunderstood. Alright then, Shinon will spend a move action to try and move half his speed over the grease, then spend another move action to move 20 feet in the same direction John is moving.
Acrobatics (DC 10) 1d20 + 5 ⇒ (1) + 5 = 6
Crap. Reflex save to avoid falling.
1d20 + 6 ⇒ (19) + 6 = 25
Evil GM
RD 5 Actions so far:
Shinon - Moved but slipped on the grease landed on his feet but in the trench.
Clem - disappeared in the thick fog.
Duncan -
Andrea - Attempted to negotiate with remaining bandit but was rebuffed. Her Hand of Acolyte does 4 HP of damage
Kenji - throws two more Shuriken's on hits hte bandit for 2 HP. The bandit shots his arrow at Kenji
John - waded through the sewage to Hex G-4
Bandit - took 4 HP of damage from Andrea. Fires arrow at Kenji missing.
Montague -
Ermolos - Fires crossbow at Bandit but misses, dropped cross bow and pulled axe off his back.
There is a thick fog cloud rolling into the juncture
Evil GM
Shinon wrote: Ah, I see. I misunderstood. Alright then, Shinon will spend a move action to try and move half his speed over the grease, then spend another move action to move 20 feet in the same direction John is moving.
Acrobatics (DC 10) 1d20+5
Crap. Reflex save to avoid falling.
1d20+6
You slipped off the ledge and into the trench fortunately your quick reflexes saved you from going under the sweage but it is still just about chest high.
Make a fortitude save DC12
Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)
I'm gonna need to buy more Shurikens after this sewer dive. Wasn't expecting to use so many. Good thing I grabbed them as monks have no other ranged weapons they are proficient with.
I toss two more.
Attack 1:1d20 + 4 ⇒ (15) + 4 = 19 For:1d3 + 1 ⇒ (1) + 1 = 2
Attack 2:1d20 + 4 ⇒ (3) + 4 = 7 For:1d3 + 1 ⇒ (2) + 1 = 3
Evil GM
Desparation flares as the bandit shots another time at Kenji.
Arrow at Kenji: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (3) + 2 = 5
Missing wildly again.
Male NPC, Human Warrior1, Fighter1
Ermolos fires his crossbow one more time but missing.
Bolt: 1d20 + 1 ⇒ (13) + 1 = 141d8 ⇒ 4
Frustrated by another miss he drops his crossbow asn pull his axe out.
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
Fort 1d20 + 4 ⇒ (12) + 4 = 16
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Are your bowels starting to loosen my boy? DOn't worry, you'll be tucked away under the rest of the filth when you topple over. I wonder if you'll still be aware for a minute or so as you sink under.
Evil GM
Duncan still has his Rd 5 actions, I assume he would continue forward hunting bandits along with John..
There is nothing noticeable from Montague, other than the fog cloud that continues to roll out.
Hexes from the tunnel junture up through G0 and F0 are engulfed in the fog cloud. Thos characters inside the fog or next to the fog cloud visibility is limited to 5 ft.
Evil GM
RD 5 Actions so far:
Shinon - Moved but slipped on the grease landed on his feet but in the trench.
Clem - disappeared in the thick fog.
Duncan -
Andrea - Attempted to negotiate with remaining bandit but was rebuffed. Her Hand of Acolyte does 4 HP of damage
Kenji - throws two more Shuriken's on hits hte bandit for 2 HP. The bandit shots his arrow at Kenji
John - waded through the sewage to Hex G-4
Bandit - took 4 HP of damage from Andrea. Fires arrow at Kenji missing.
Montague - nothing noteable other than the fog cloud expanding.
Ermolos - Fires crossbow at Bandit but misses, dropped cross bow and pulled axe off his back.
There is a thick fog cloud rolling into the juncture it now covers from juncture up to G0 (zero) and F0(zero).
Rd 6 begins:
Shinon -
Clem -
Duncan -
Andrea -
Kenji -
Bandit in Nook -
Montague -
Ermolos -
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
Bot me today. Got visitors. Remember Duncan has 1 tactic: Fight aggressively and smart
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea catches her sickle as it flies back to her hand and flings it out once more. This one is getting tedious.
Hand of Acolyte +3 BaB 1d6 3 out of 6 used
attack: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 ⇒ 5
If he goes into the trench
Kenji should we haul him out and patch him up in case we can't find Henk?
Evil GM
Duncan moved up and over the wood bridge hunting down bandits.
SEWER MAP RD 6
The fog is thick and continues to expand.
Evil GM
DM PC'ing Shinon and Duncan.
Shinon will folow the trench listening for John's movement and sound, he bumps into John's backside. Ending in Hex G-3
Duncan will turn left in the direction he saw the wizard head and move 20 ft. clearly unable to see beyond feet. Duncan is in hex J-6
The bandit stumble wiht Andrea's attack but he is still on his feet bleeding from multiple wounds.
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
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
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.
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
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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