Carrion Crown: Forked Path

Game Master gabboge

The path has forked and one group will follow their path and we will follow ours. Fate conspires against the enemies of the living.


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Thank you for your restraint. I'm just waiting for everyone to get their first posts in.


Male Human Witch (Scarred Witch Doctor) 2

I think I'm up to date


Female Dhampir (Dayborn) Cleric 2

And that's everyone who's posted now!
Time to hear from the NPCs...


Ah I forgot about Gerald needing GMPC. He is still coming to at the moment.

So you are all away enough to see the seating arrangement.

front of wagon

horse-horse
----axel
Drver(and driving bench)
-----Monty
Izorshi-?????
Nagual -Belor
Monty -Gerald
Ark -Doon

Izorshi- Sorry I miscounted in the IC thread. There were nine people in the wagon. The ???? Represents the last person.


Female Dhampir (Dayborn) Cleric 2

Is the ????? referring to someone who isn't a PC?
Not that Izorshi would know, since she's only met Gerald before now.


Yes, sorry. Someone who isn't an PC, which right now is just as confusing as all of the other people you haven't met. In fact he is probably the least strange looking of the bunch.

I'm really sorry. I meant things to be confusing but not in that way because of my error.


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

I'll try posting tomorrow or the day after. Still in quite a lot of pain and the meds make focusing and thinking straight a bit difficult.
But to get stuff moving, please GMPC me; I'll catch up as soon as I'm able to.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Rest well Gerald.


Female Dhampir (Dayborn) Cleric 2

In lieu of a Remove Disease spell, rest and take things easy.


So here we have a classic example of one charecter knowing something and all of the players knowing something. While I do appreciate that all of you aren't jumping up and have your characters psychically receive a hunch about what's going on, I also understand when we get bogged down by this.

In this case I will say it's OK for you all to start getting hunches that things aren't going well, and even for a few of you to realize that your in a wagon.

I think the person who would have the most insight is Izorshi because she probably just noticed Monty's heart rate sky rocket.

I leave it up to the players to decide what is fair for their character to know and figure out. Remember that good characterization is not always realistic. Good dialog sounds nothing like dialog in real life. Most of the time good stories are unrealistically "to-the-point" then real life could ever be.

Not telling you what to do but just trying to give you license to make your character what you really want it to be.


Female Dhampir (Dayborn) Cleric 2

I sort of assumed that my perception check was high enough to see, since Izorshi was right behind Monty...
Of course now she's expecting another attack.


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Yes, I was trying not to jump in without somewhat more direct prompting from the chars who were more clued in, but it was getting to seem like somebody needed to put something out there.

Also, I love that this,

In fact his blood may still be drinkable.

is a consideration for somebody in the party. :)


Female Dhampir (Dayborn) Cleric 2

If that somebody can figure get it without being noticed...


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

Would seem weird if he'd been awake and just sitting there quietly all the time, so will just have Gerald be the last to wake.

@GM: Any sign of the raven?


No, not that you can see.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Hmmm Doon will go bonkers. :P


Oh god ark, I think in my mind we went from Frank Millar noir looking scene to an anime with one simple spell.

Complicated post ahead but I will have it up today. I love the interaction, keep it up guys.

I'm not the best about posting on weekends but I will try to warn you when I'm going to be busy. This weekend was just unusually busy with my 4 month old getting shots, a little sick, and teething all at the same time. Even with both me and my wife it gets intense!


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Sorry to ruin the mood. (Plot twist: horses are undead?)

I feel your busy--6 month old twins on this end. So. Much. Teething.

(Edit: gnomes seem predisposed to anime. not sure what a gnoir gnome looks like, but i can try! )


I don't like inititive in PbP because of how it slows everything down. Unless it's a situation where it adds enjoyment (Like two characters realizing at the same time that they need to keep each other and start reaching for weapons) then I would like players to go first and in whatever order. Is everyone cool with that?


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

No problem.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

No Problem


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Totally cool.


Just realized that Ark and Doon didn't get their cookies so here they are freshly baked!

Doon, the Investigator:

I have two options for you!

Option #1)
Under Pressure

Once(+INT mod) per day you may use a "take 10" action in a single round for any skill related to a mental stat. You may boost it up to 15 by taking a point of wisdom damage, this ability damage can only be recovered through rest and not spells like restoration.

Option #2)
Crime Scene

Once per day you may set up an area to investigate. This area can be no bigger than 50'x50'x30'. In this area all "Take 10"'s are now done in half the time and "Take 20's" do not assume many failures.

Normally on a take 20

Quote:

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

This ability assumes that the time is taken to carefully think through the situation an assess all risks and options before trying.

have fun picking. Trying to give you guys stuff that helps play the flavor of your character or gives you something that can help showcase your character.

-----

Ark

You get Boots of EdgeWalk (Don't bother looking it up I just made it up this morning. There might be something else called that, I didn't look.)

The boots allow you to step up to 5-feet off a ledge before falling down. Magic extends the edge out enough for you to stand on. Think of it like a force that crates floor below your feet.

Caution: that 5 feet needs to be attached to the surface your stepping off of and your weight is still being applied to the edge. So for instance if you use it on the edge of a crumbling wall then your weight may break off that edge or if the wall falls then the magic will too.

This also works in traversing difficult terrain. But sense this is a less difficult task for the magic it works at 10-feet. This only works for negating difficult terrain cause by obstruction under foot and not by other things like crowds and high wind.

Ark probably just figured this out about his boot just now as the carriage cracks and his is able to still have good footing.

I'll let you flavor what they look like and if the effect has a visual.


Female Dhampir (Dayborn) Cleric 2

Nice cookies!
I'm fine with not using initiative, by the way.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Doon will take under pressure. Suits him to a T!!! It's what I'm trying to portray him as. A cool under pressure dwarf who'll stay steadfast no matter what happens.


While we are on the subject of flavor. Don't feel the need to default to my vision. I control the style and feel of everything around you but you still have agency over your own character. I don't run this game for myself (Though I do have fun) I run this so the players can enjoy it and we can all help each other tell a great story.

For instance, I'm in another game as a summoner. Summoners get semi-permanent summoned partners and the text specifically says they can look like whatever you want them to so mine looked like a thin clockwork golem who acted like an overprotective mother. On top of that the GM let me describe any other summons as being made of the same clockwork robotics. The effect was that none of the rules had to be bent but the whole concept become much much more interesting with just a little flavor.

The cookies are supposed to be a unique thing that you posses and no one else in the world has. They are things that not only will set you apart but will also grow with you so I want you to have control over them and make them your own in order to best express your idea of your character.

sorry if I get too meta and game theorist on you. Feel free to say "Just let me roll the dice and kill the monster for some sweet loot!" because in all reality it's just as valid a reason to play a game.


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Nom nom nom--good cookie! Little bit of wile e coyote to go with the overall gnome weirdness. :p

Visually, I'm thinking high riding boots with illusory spurs that extend to grip the adjacent surface when they kick (ha) in.


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

I just noticed that somehow my inventory went missing; not that we already had picked up anything...
Can I fix this? (If so, might I ask again what our starting gear rules were? Won't cheat by suddenly taking healing potions.)


Feel free. Keep in mind there is missing time so descreprencies are acceptable


Male Human HP 10/14

Hoping for bad will save rolls.


Female Dhampir (Dayborn) Cleric 2

I'm considering the (dis)advantages of jumping off the carriage. It could get us away from the zombies so we could fight the bounty hunter alone. More importantly, it would shake things up to make it more interesting....
Although, it would delay our arrival at our mystery destination, but that might not be something our characters would think about (since we don't actually know where we are going).

And I'm putting this over here for everyone to see, because I think it could be something another PC would think of first.


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

The thought did cross my mind; though I can't say more injury sounds very appealing.
Have we been told what kind of road we're on? If we're being dragged along some cliff-side road...
Turn undead while on a fast moving vehicle = good! (Although it does lower the appeal of bailing out of the carriage ourselves ;) )


Female Dhampir (Dayborn) Cleric 2

Well, maybe the zombies who fail their will saves against turning will run off the cart?
Still suspicious about that extra NPC who was sitting next to us.


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

-- Not going to say anything, need full round concentration to summon --


jeesh, sorry for all the typos. I'll try to refrain from using the phone to post.


Anyone still here?

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

I am


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

As I said, waiting for next round/concentrating on spellcasting.


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Sorry for slow response -- in process of leaving job / starting new one, rather abruptly (in a good way), so fairly swamped last week and this one.

Will try to keep up, but feel free to pass over / GMPC in the next week or so if I'm not checking in fast enough.


No problem, thanks for checking in.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Heya Ark, no worries we should do fine...I hope.


sorry if I don't get back to respond to each post. I'm trying to allow everyone to post before I respond. We are sort of interacting in rounds right now (Though a little more free flow and cinematic)

I am worried that some have dropped (And that is allright) but have not let me know.

Belor and Monty haven't posted recently. Perhaps it's because there are no good options for them but I wish they would just give me an update, even if it is just in the ooc.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Pm Them?


male Human (Shoanti) 2nd level Fighter(Lore Warden)HP 16/19| AC 17 T 13 FF 14 | CMD 17 | F+4 R+3 W+0 | Init +5 | Perc +0 | SM -1

Sorry I'm still here, but yeah , I don't have a clue about what to do.


Belor Spearbreaker wrote:
Sorry I'm still here, but yeah , I don't have a clue about what to do.

You could eat your cookie


Final round before you reach Le'Rose. Ark ether makes his decision or he will go with what the majority of people are telling him so one more post to sort out your plan.


Female Dhampir (Dayborn) Cleric 2

So...Champions of Balance is out. Looking through it I thought it would make sense to give Izorshi the psychopomp subdomain.
Per the Ultimate Campaign retraining rules,

Quote:
Note that you don't have to use the retraining rules to take an archetype if your class level is low enough that the archetype doesn't modify any of your current class abilities. For example, if you're a 1st-level fighter who wants the archer archetype, that archetype doesn't replace any class abilities until fighter level 2, so you don't need to use the retraining rules at all—once you reach 2nd level, you can just decide to take the archer archetype.

As the psychopomp subdomain doesn't affect anything below 5th level, if it is okay with you Gabboge I will probably use it.


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

I'll be going on a trip next week and won't have access to the internet. Please GMPC me, or if (one of) the other players feel like temporarily picking up my character, that's good too.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Away at work. Will be back by Monday. AM too tired to post anything.


Female Dhampir (Dayborn) Cleric 2

Anyone know where Monty is? He hasn't posted in awhile.

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