Beginners Box PbP (Inactive)

Game Master Fyrian


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Male Human Bard 1, HP 10/10, AC 14, (T12/FF12), CMD 12, Init +2, Perc +4. F+1/R+4/W+3, 30ft speed

Much as I'd love to continue with Indrick, Ustalav is scary! No way he's going there!

As for what to make, I'll see what everyone else is making before settling on my idea. Thinking of a Kellid druid, barbarian, or ranger. I'll fill in any needed role, though.


Slyph/Wizard(Wind Listener, Diviner) 1, HP: 6/6, AC: 12, (T12/FF10), Int: +6, Per: +3, F/R/W: +2/+2/+2, CMB: +1, CMD +1, S: 30ft

Clerics are very useful, as are druids. Plenty of unnatural undead and abominations to deal with, plus some good wilderness adventure.


I honestly like wilderness more than dungeon crawling, so that's good to know!


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

I think Baris would fit just right with what has been said so far.


Male Human Bard 1, HP 10/10, AC 14, (T12/FF12), CMD 12, Init +2, Perc +4. F+1/R+4/W+3, 30ft speed

Talked with a buddy who's run most of Carrion Crown, and have decided that while cleric is probably the better option mechanically.... druids are pretty rad too. So I'll be running a druid (archetype pending, if any), unless you folks would prefer I run a cleric. I'm pretty easy on filling in role gaps, so it won't be a huge issue, honestly.


I would say that if no one else objected you could run a druid that takes some healing abilities, and this is of course depending on everyone's choices. I've always been a big fan of druids so I'm partial to your decision! However, I'm not part of the party, so you guys weigh in as well!


No objection here to a druid. So if we have a paladin, monk, druid, sorcerer, and magus, the only thing we would still need would be a rogue or bard. Hope that doesn't pigeonhole Bladecatcher.


Hey everyone, I went ahead and created a thread for the new campaign, this way I can keep tabs on what's what! So go over here to continue discussing your characters as I will be working on my end to prepare the campaign. I listed a couple of things about character creation and all that, but it's all pretty basic stuff. Not to say you can't keep discussing it here as well, I just wanted to get something up so you can start posting there too.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

I did not see that link in Mina's profile...
A failed perception check... lol


Half-orc Barbarian 4 - HP: 56/56 - AC: 15/T: 12/FF: 13 - Perception: +6 - Initiative: +2 - F: +7 / R: +3/ W: +1 - CMB: +6 - CMD: 18, Speed: 40

Sorry I haven't been around recently; a pretty nasty stomach virus put me out of commission for the past couple of days.


Slyph/Wizard(Wind Listener, Diviner) 1, HP: 6/6, AC: 12, (T12/FF10), Int: +6, Per: +3, F/R/W: +2/+2/+2, CMB: +1, CMD +1, S: 30ft

Hey everyone, sorry for disappearing. My development group had to get our plant trial plan finished quicker than expected. Turns out we're going to need everything ready for initial consumer testing two weeks ahead of the original schedule. Yay.


Sefyr, I'm going to go ahead and skip your turn, I know you're in a crunch. I was going to bot you but looking at your character I'd rather save your spells and your weapons... well not to meta but I'm pretty sure you'd know they weren't going to do much against skeletons! We'll save you for the big brawl. As a bonus I'll put you on total defense just in case!


Slyph/Wizard(Wind Listener, Diviner) 1, HP: 6/6, AC: 12, (T12/FF10), Int: +6, Per: +3, F/R/W: +2/+2/+2, CMB: +1, CMD +1, S: 30ft

Opps. Yes, your action is accurate. Blinding and crossbows aren't very useful against skeletons, so she'd just hang back.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

What is going on are we not posting this weekend? Did I not get the memo?


Male Human Bard 1, HP 10/10, AC 14, (T12/FF12), CMD 12, Init +2, Perc +4. F+1/R+4/W+3, 30ft speed

Weekends tend to slow down a bit. I know most of my pbp games have been snail-paced during weekends.


Slyph/Wizard(Wind Listener, Diviner) 1, HP: 6/6, AC: 12, (T12/FF10), Int: +6, Per: +3, F/R/W: +2/+2/+2, CMB: +1, CMD +1, S: 30ft

I'm here, just waiting for the rest of you. Skeletons are not my thing.


It's bladecatchers move. We haven't heard much from him. I'll pm him and see what's up. Go ahead and move on without him.


I'm actually going to bot Bladecatcher's turn, he might help a bit.


Alas, Bladecatcher is dropping out. He does wish us all luck, and he's fine just behind and rl as always is a cruel mistress. So I'll continue to bot him through the rest of the adventure and we will proceed with the current party into the Carrion Crown.


Hey everyone, I know we're about to get to the conclusion of our adventure, but I just wanted to let you know I'm going to be gone for a significant portion of the afternoon, from about 3pm-10pm EST. I'm guest lecturing at USF on an area I did research in for my undergrad, so I'm super excited but I wanted to let you guys know, especially since you may or may not, but definitely are about to enter the epic battle of this adventure. So if it extends into those times, sorry but I'll be out. Feel free to post actions and I will catch up with them at night and in the morning. That being said I'll be available until 3, so continue posting until then!


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Sefyr I am confused why your ray had a -2 to the attack? Indrick is singing +1, Mina blessed you +1, your dex +2, base attack bonuse +0. Where does the negative come from? Shooting around a corner, does that take a -8?


Slyph/Wizard(Wind Listener, Diviner) 1, HP: 6/6, AC: 12, (T12/FF10), Int: +6, Per: +3, F/R/W: +2/+2/+2, CMB: +1, CMD +1, S: 30ft

You're right, forgot about the bonuses. It should be +0. It's a -4 for shooting into melee.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

What melee? The dragon has not attack anything but the illusion and Tochi just got up there? DM call! ;)


I'm going to say that there is enough going on to take the -4.


Slyph/Wizard(Wind Listener, Diviner) 1, HP: 6/6, AC: 12, (T12/FF10), Int: +6, Per: +3, F/R/W: +2/+2/+2, CMB: +1, CMD +1, S: 30ft

Alright everyone! The beast is dead! Now we just need to mount its head on Gaston's wall.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

LOL, with the hundred deer heads?


So, I worked out your xp and you all get 950. I adjusted some up because I upped the encounters and rounded here and there. So feel free to bring that xp over to your characters in the new campaign.

Also, your overall haul from this campaign in loot is...

2394gp (some money that Baris discovered yet to be revealed)
Masterwork Dagger
Small Ruby
Energy Heart (Red stone from fire room)
Wand of Magic Missile
+1 light steel shield
+1 Dragon-Bane Longsword
half-plate armor
Potion of Bulls Strength (forgot to tell you that one Sefyr
Scroll of Fireball
Scroll of New Life
Elixir of Vision (found by Baris yet to be identified but it’s pretty much over so…)
Potion of Cure Light Wounds (Also Baris)

So, question for all that have DMed before. What should we do with all this? I mean, I know I'm carrying over the xp which is probably not a normal thing, but I'd hate for you all to have to leave this loot behind. Then again, to have you all start as wealthy level 1's who can buy anything they need is a little off as well. Anyone have any thoughts?


Male Human Bard 1, HP 10/10, AC 14, (T12/FF12), CMD 12, Init +2, Perc +4. F+1/R+4/W+3, 30ft speed

That's actually a good question. I'd say let whoever is letting their characters (Baris) carry over take what they want/need. Beyond that... not sure.


Female Human Cleric Lv 1 HP: 9/9, - AC: 17/T: 11/FF: 16 - Perception: +3 - Initiative: +1 - F: +1 / R: +3/ W: +5 - CMB: +1 - CMD: 12, Speed: 20

Perhaps each player could be allowed to choose one loot item from the collection to give to their CC character, but nothing worth more than 700gp (or perhaps two smaller items no more than 350gp each)? That way they have a leg up to show for the work we did here but not so much as to make them OP going into CC.

I've never DM'ed before so I don't know if that's too much, but it sounded good to me. That way for example Sefyr's paladin could start out with the half-plate armor, someone else could have the masterwork dagger, and the potions could be divvied up, but nobody would be OP'd by taking the +1 sword or shield.

We wouldn't have to have it that the CC characters got the stuff from the BB characters, just that they happened to acquire them somehow in their backstories.


I like that idea. I wouldn't be worried about where they got it. The story itself says that the party are all already experienced adventurers that helped the Professor in some way, so they just picked this stuff up on their adventures. Anyone else with thoughts? I mean, you don't have to take anything if you don't want, but if you do then voice your opinions now!


Just as some ideas, the share of the gold is 399gp a piece, and that's if you don't sell anything else off for more.

I know nobody exactly appraised them, but I'll be more strict about that next time. I'll list all the items here with their worth to help with the decision.

Masterwork Dagger - 302gp
Small Ruby - 50gp
Energy Heart - 1,000gp
Wand of Magic Missile -150gp
+1 light steel shield - 1,150gp
+1 Dragon-Bane Longsword - 8,310gp
half-plate armor - 600gp
Potion of Bulls Strength - 300gp
Scroll of Fireball - 375gp
Scroll of New Life - 6,125gp
Elixir of Vision - 250gp
Potion of Cure Light Wounds - 50gp
3 Pearls - 100gp/Pearl
Wand Cure Light Wounds - 150gp
Gold Ring of Protection +1 - 2,000gp

Holy poop-on-a-stick they give you some expensive stuff in the Beginners Box! I did generate some treasure on my own when you guys made it a point to look a little farther, but they gave you the really expensive stuff. They must not think that people who play this are going to continue on with the same characters or know to cash in, because these would be some pretty rich first level pc's!


Male Human Bard 1, HP 10/10, AC 14, (T12/FF12), CMD 12, Init +2, Perc +4. F+1/R+4/W+3, 30ft speed

Won't say no to that cure light wounds wand for Radim.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Well my first question: are we going to continue with these characters in the future? If so, they should split the loot and be ready when need be.

I would follow what Mina said: Each character starts with something cool, DM decision. As a bonus for playing in the last campaign but as you know me if you build a good enough/long enough background story you would get one of those as well.

If we are starting a whole new campaign at level 1 characters, then what xp we start with is your choice. If the campaign setting says that we are experienced I would suggest starting us off at 2nd level.

I am thinking of bringing in a different character if we plan on continuing with these characters at a later date.


I do plan to level Tochi eventually, as well as write his back story. In all honesty he would love to keep that sword, but I don't think that would be fair to the rest of the group.

I really can't think of anything Alyssa would want from that list except for *maybe* the scroll of Fireball or the energy heart, but otherwise she's good.

I will be happy with whatever you decide, Fyrian.


Well, it doesn't say you are experienced per se, it says you are adventurers but level 1 and your connection with the Professor lends some creedance to the idea that you wouldn't be walking into town with the bare minimum. I just personally thought it would be cool to bring over the xp so you will level sooner rather than later and maybe a trinket or two from the previous loot. I don't know if we'll ever go back there, but it does seem that everyone likes those characters and would hate to see them go unused. I can agree with the sentiment, especially since it is my first successfully DMed adventure. I also don't know that I could in good conscience try and do more with that and a new AP without wearing myself to thin and not giving either one good effort.

I hope I'm not over-complicating things for our new adventure. Maybe we want to rethink our approach? I'm willing to say leave everything here the way it is, xp and loot, and start fresh for the new campaign. Baris, if you don't mind reworking a new pc, we can leave this dormant for another day and maybe once we're well underway for Carrion Crown we can talk about something different. I know that there are some of the classic AP's like Rise of the Runelords and Kingmaker that I want to do something with. I'm supposed to be starting a Kingmaker but our DM left us high and dry right after we got on our horses to head to the Stolen Lands, so we're starting a DM recruitment post which may or may not work. So by that point there could be a whole other set of options. Again, I'm not trying to make things more complicated, but it might be just easier to start fresh with Carrion Crown and leave this stuff here.

What say you all to my wall of text ;)?


Yeah, we definitely plan to play Wilhelmina and Tochi in the future, but as Fyrian implied, probably not for a while. When that time eventually comes around, I don't see it making much of a difference whether we RP them as having done BB already (especially if they come to a campaign setting where BB might be a long ways away from where they start anew).

Tev will take the Wand of Magic Missile if there is no objection. How many charges do those have, anyway?

Edit because Fyrian ninja'd me (his ninja skills are not so undeveloped as he would like us to believe :P): Much as I would love to run two PbP's at once, I don't want to overtax our DM. If the DM and group think it's doable, though, I wouldn't object to starting CC at ground zero and carrying our BB characters, XP, and loot to another AP.


Only 4 charges, but hey, that's something!


Slyph/Wizard(Wind Listener, Diviner) 1, HP: 6/6, AC: 12, (T12/FF10), Int: +6, Per: +3, F/R/W: +2/+2/+2, CMB: +1, CMD +1, S: 30ft

Huzzah! We have a backup/alternate campaign! From my RL group experience, it's nice to have another game on the back-burner. We'll play the main for a couple of months then spend a session or two getting back to the others. Being able to change pace, while keeping the same group, is nice.

I'm fine with just starting over completely fresh for CC, and it would be simpler, but would rather some carry-over. I'd say take the value of the loot, perhaps excluding the sword and scroll of New Life, divide it between the six, then either gives us something of equivalent value or letting us use that money to buy starting equipment, while leaving all the actual items with this crew. For CC especially, it makes sense for the characters to have more starting equipment. Some scrolls, a few minor items, or a masterwork weapon. That sort of thing. Something to show that they have had previous adventures with the professor.

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