Count of the March (Inactive)

Game Master djdust

The fate of the world pivots around a trading post in the Verduran Forest

Date: Sunday, Gozran 8, 4718 AR
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Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

Liamae fires an arrow at the green goblin!

Longbow: 1d20 + 4 ⇒ (7) + 4 = 111d8 ⇒ 5


campaign info | maps

Liamae's arrow doesn't have enough force to penetrate the goblin's armor.

everyone else is up in the surprise round


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

I'll wait until after Iagon and Roger goven my Initiative was so low...


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Iagon nods quickly, fully expecting Kytes' confirmation of their enemies. He rushes in and stands behind the much more imposing physical aspect of his companion, and looses a blast of his gathered power at the goblin to his southwest.

Attack green goblin: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 + 4 + 1 ⇒ (3) + 1 + 4 + 1 = 9


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Whereas Liamae’s arrow wasn’t enough, Iagon steps up and unleashes a well aimed blast of ligneous matter at the goblin. Splinters are pulled from crates and shelves and beams, even embers from the fire strike the goblin, tearing through armor and ripping through flesh. The poor thing doesn’t even have a moment to realize what’s happening before it falls bloodied and shredded.

Two goblins are taken out, leaving one more and the hobgoblin, but they’re at the back of the cellar and out of sight from outside. You can move in or make preparations before combat really begins.


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

Still waiting on Roger...


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bot for Roger.

With two goblins cleared Roger moves into the cellar and to the left to help prevent any escape.


campaign info | maps

Goblin Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Hobgoblin Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Surprise Round: Bold May Act
Attai

Round 1: Bold May Act
Liamae

Goblins
Kytes
Iagon
Roger
Hobgoblin


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

Liamae nicks another arrow as she moves down the stairs. Upon spying the remaining goblin, she looses it at him!

Longbow: 1d20 + 4 ⇒ (15) + 4 = 191d8 ⇒ 1


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

is there room to move through to the goblin/hobgoblin at the back, or will Attai get burned by the fire?


campaign info | maps

yes you can get to baddies in the back. Moving through the center of the fire pit would Burn you (1d6 Fire dmg), Reflex DC 13 for half dmg. I’ll highlight those squares for you.


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

Ok thanks, Attai has 35' movement which is enough to avoid the fire...

Both blessed and guided, Attai charges through, past Kytes, over the fallen goblin and smashes his morningstar at the hobgoblin.

Move Action Move (not an actual charge) to between dead goblin and adjacent to the hobgoblin. Can someome please place Attai there?
Standard Action: Attack hobgoblin.

Shkree!!!: 1d20 + 2 + 1 + 1 ⇒ (20) + 2 + 1 + 1 = 24 [+2 Str, + 1 bless, +1 guidance]
Shkö!!!: 1d8 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13 [+3 THF, +1 bless, +1 guidance]
Crit confirm: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 5 ⇒ (2) + 5 = 7


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Well hot damn!
Like a gust of wind, Attai breezes through the crowded basement and brings his morningstar to bear. He strikes the hobgoblin square in the chest, breaking a few ribs and puncturing a lung. The hobgoblin snarls in return, blood forming at the corners of its mouth, and gurgles forth, In Goblin:“Sog the Conqueror will destroy you all. Hell has blessed the Crimson Bow!”

In answer, Liamae sends an arrow to the goblin lackey, cowering in the corner. “Aaagh” is all he has to say. Panicked, he draws his spear and tries to fight his way past Roger.

Shortspear: 1d20 + 2 ⇒ (3) + 2 = 5

He’s not going anywhere.

Perception DC 13: 1d20 - 1 ⇒ (6) - 1 = 5

The goblin guard outside dreams of murdering kittens.

With another flash of light emanating from Eir, Kytes steps up and engages the goblin attacking Roger.

Longsword+Guidance: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10

But he misses.

Round 1: Bold May Act
Liamae (Mage Armor)
Goblins (Blue 1dmg)
Kytes
Iagon
Roger (Legacy Weapon)

Hobgoblin (13 dmg)
Attai (Bless, Legacy Weapon)


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Iagon once again uses his power, this time hoping to use some of the burning wooden embers in his attack. He hurls the wooden debris at the goblin in the hopes of putting him down for good.

Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 1 + 4 + 1 ⇒ (4) + 1 + 4 + 1 = 10


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Perhaps Iagon was concerned with blasting his compatriots engaged with the goblin, but, this time his blast has little harmful effect.

Roger, however, seizes the moment to also strike at his opponent.

Longsword+Legacy Weapon: 1d20 + 4 ⇒ (3) + 4 = 7

He, too, misses. This goblin is lucky to still be standing considering the fate of his friends.

The hobgoblin leader is a little more sure of all of your fates. He growls In Goblin:"Die you petty fools!" and thrusts his blade at Attai, despite his pain and collapsed lung.

Longsword: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

He catches the Sylph in the side, opening up a large gash.

Bold May Act
Round 1:
Attai (6 dmg, Bless, Legacy Weapon)

Round 2:
Liamae (Mage Armor)
Goblins (Blue 1 dmg, Purple Asleep)
Kytes
Iagon
Roger (Legacy Weapon)
Hobgoblin (13 dmg)


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

Liamae moves into the room and shoots at the goblin again.

Longbow, Into Melee: 1d20 ⇒ 141d8 ⇒ 8


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

"Gthothk!" coughs Attai as the hot pain of his wound nearly overpowers him. He swings the morningstar back at the hobgoblin, his strike a little off for being sliced so heavily...

Shaow!!!: 1d20 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10
Kumpf!!!: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

I just realised Attai shouldn't have added 1 point of damage for bless on his first attack - is to attacks only, not damage. Apologies...


campaign info | maps

The hobgoblin is still in the fight, still nimble enough to avoid the spiked end of Attai's attack. He shouts at his goblin minion, a mix of blood and spittle flying from his mouth, In Goblin:"Kill 'em all!"

Bolstered by his commander's still standing, but still outnumbered, the little goblin thrusts his spear at Roger.

Shortspear: 1d20 + 2 ⇒ (3) + 2 = 5

His aim is way off. He can't focus on account of how likely he is to die real soon.

Perception DC 13: 1d20 - 1 ⇒ (13) - 1 = 12

Outside, the goblin guard is startled by his own snot bubble, but he's soon snoozing away again.

With another shot of divine guidance from Eir, Kytes tries to take out the Blue goblin once and for all.

Longsword+Guidance: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

His guided blade cuts clean through the pesky monster, dropping it dead.

"Come on Roger!" the half-orc shouts as he quickly moves around the room to join with Attai and the hobgoblin.

Round 2: Bold May Act
Liamae (Mage Armor)
Purple Goblin (Asleep)
Kytes
Iagon
Roger (Legacy Weapon)

Hobgoblin (12dmg)
Attai (6dmg, Bless, Legacy Weapon)


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Iagon is somewhat emboldened by their success in the basement, and moves forward quickly. He steps around the fire and in front of Liamae to gain an angle from which to attack the hobgoblin. He summons up wooden shards and embers and hurls them at the creature.

Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


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The blast of splinters under Iagon's control fly by the hobgoblin harmlessly. The brutish creature snarls at the sudden onslaught. But, before he can act, Roger is on Kyte's heels, adding his steel to the mix.

Swift Action:Activating Archeaologist's Luck
Longsword+Luck+Legacy Weapon: 1d20 + 3 + 1 + 1 ⇒ (16) + 3 + 1 + 1 = 21
Damage: 1d6 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8

The hobgoblin, surrounded and busy dodging flying wooden shrapnel, does not see the halfling nor his blade, and Roger drives his longsword straight through the hobgoblins heart. With a choke and a gurgle, blackish blood now flowing from his mouth, the hobgoblin falls as immediately as Roger withdraws his blade.

For a moment the room falls quiet, save for the crackling fire and your heavy breathing.

Then Roger shouts "Whoop!"

Combat over, yet there's still that goblin snoozing outside


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

Attai slumps against the wall, breathing heavily, his own mini gyre counterpoint to the crackling fire, blood seeping from his fingers where they hold his side.

"Aaaaow! Creeping beast, that is painful."

He brightens in a moment.

"Whoop! indeed. Well done everybody, and thanks for the guidance Liamae! But where...are the prisoners?"


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Iagon nods in satisfaction and agreement. He steps to Attai and presses another one of his potions into the Sylph's hand. That was brave and bolt, Attai. Well done! Here, I'm sure you could use this right now.

That done, he bends down to inspect the bodies of the fallen creatures, looking for anything odd or worthwhile.

Perception: 1d20 + 4 ⇒ (1) + 4 = 5


campaign info | maps

The cellar is a cramped space, as you may already know. The floor is of packed earth, the walls are old lumber held back by wooden posts, all holding back more packed earth. There are shelves with pillaged goods and supplies, as well as a few barrels and crates. All in all, like the rest of the farmhouse, the place looks to have been abandoned for at least a decade or two before the goblins moved in, and it’s likely they’ve been here for only several weeks at most.

On the goblins you find the usual gear: spears, leather armor, daggers, their wooden shields they didn’t have time to equip before your raid. Like the other goblins you’ve encountered today, these have ritual scarring on their bodies, and Roger is able to identify them as Belching Toad goblins, like the ones by the river. The hobgoblin too doesn’t have anything special on him: a longsword, a dagger, studded leather armor, a light steel shield left leaning against a crate, and a longbow that has been stained a deep reddish color, and a quiver full of arrows with fletching of a similar crimson. Roger recalls that the hobgoblin shouted something about Sog the Conqueror and Hell and the Crimson Bow during the fight, but he doesn’t know what to make of it.

A thorough search of the cellar turns up some trade goods and tools: 1x sack full of smoked and dried meat, 1x small cask of common spice, 3x bottles of strawberry wine, 5x beaver pelts, 1x clay jug of water, 2x full waterskins, 3x empty leather sacks, 2x pack saddles, 1x iron manacles, 1x iron chain and padlock, 30ft hemp rope, 1x bundle of firewood, 1x flint and steel, 1x wood axe, 1x shovel, 2x pouches with that ochre colored root you keep finding, and a small wooden coffer with 25gp, 30sp, and 15cp.

Furthermore, Liamae discovers another coffer hidden under the straw bedding at the back of the cellar. This one holds three vials of a silvery pinkish liquid.

Take 10 Spellcraft:
You’re beginning to easily recognize a potion of cure light wounds when you see one

Other than the two donkeys, there are no signs of any captives or prisoners.


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

Liamae swirls the potions and gives them a sniff. "Mmm, almonds! More healing here."

She surveys the rest of the loot without much interest. "Maybe we should question Rip van Stinkle upstairs to see if they took their prisoners elsewhere?"


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

Attai looks at the assembled pile of gear. He drops his spear, and takes up the hobgoblin's longbow, sniffing it in disgust. He raises his eyebrows in a sign of acceptance, then shoulders the quiver strap.

"If none else require it, a quicker bow might suit me as well."

After Liamae speaks he nods. \

"A good idea - on our way back to the boat we can load these supplies on to the donkeys..."


M Paladin 2 | HP: 21/21 | AC: 19/11/18 | Init: +1 | Perc: +1 | F: +5 R: +1 W: +4 | CMD: 16 (15FF)

Kytes stands by, shifting his weight from one foot to the other impatiently while the sleeping goblin is roused. He speaks orcish, but that's not the same as goblin and the babbling of the little green terrors is all but unintelligible to the young man. In the meantime, the goblin prisoners may be getting farther away or worse. He did have to admit some curiosity about this "Crimson Bow" and "Sog the Conqueror" but the safety of those taken from the river was the immediate concern.

"Does he know anything?" Kytes asks Roger. "Where are the other prisoners?" Kytes is ready to step in if needed. His way was more intimidating than mere questions, especially if the safety of innocents is on the line. The Lady of Valor understood that sometimes you had to coerce info for the greater good. He stood ready should the others call on him for that kind of interrogation.


campaign info | maps

Roger Stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Goblin Perception: 1d20 - 11 ⇒ (8) - 11 = -3

Agreeing that the sleeping guard might have some useful information, Roger sneaks back outside, around to the front of the farmhouse, and is able to snatch the sleeping goblin's spear just before it snaps out of it's deep slumber.

Groggily, the sleepy goblin blinks its eyes, once, twice, and again, before it's able to make sense of what's happening.

In Goblin:"Helps! Helps! We's bein' attacked!" it cries out in it's wicked tongue as it scrambles with its back against the wall.

In Goblin:"Whoah whaoh their little vermin. Your friends are already dead. It's best if you cooperate before you join 'em" replies Roger, keeping the goblin at bay with its own spear.

Intimidate DC10: 1d20 + 3 ⇒ (14) + 3 = 17

In Goblin:"Okays, okays! I tells you. Noes hurt Umrok!"

After a few minutes of back and forth between Roger and the Goblin, Roger informs you that there were no more prisoners other than the two dead guys you found on the road. A few other hobgoblins took off with some other stolen goods earlier in the morning. They headed east. The hobgoblins showed up a couple of moons ago and have been rounding up the Blackwood tribes to serve in their army. This group has been raiding boats along the river for about a month now.

The goblin seems rightfully terrified of you all and is pleading for his life to be spared.

"What do we do with him?" asks Roger.


M Paladin 2 | HP: 21/21 | AC: 19/11/18 | Init: +1 | Perc: +1 | F: +5 R: +1 W: +4 | CMD: 16 (15FF)

Kytes keeps a close on the goblin, Umrok, as Roger works him over for information. A pretty good judge of character, Kytes wonders if that insight crosses species lines. It doesn't appear to Kytes that the goblin is blatantly lying about no more prisoners. The paladin isn't sure whether to be glad that all or safe, or disappointed that there is no one to rescue. "I'd guess he's telling the truth about no more prisoners. Iomedae bless the souls of the dead ones in the road but if there's no one left to rescue, we might as well head back to the boat, eh? Not sure rescuing trade goods is worth the pursuit."

He considers that the hobgoblins stirring up the goblin tribes along the river can't be good, but perhaps that's why they were hired on in the first place.

"Any chance our prisoner knows where the hobgoblins home base is? Might be worthwhile to shut them down at the source if they continue to plague decent folks on the river."

If the goblin can't provide any more useful information, Kytes is for disarming him and letting him go rather than any more radical action.

Sense Motive: 1d20 + 5 ⇒ (13) + 5 = 18


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

"It sounds like the little sneak is nothing more than a pawn in a larger game. We'd gain nothing from killing him, but we'd have to be sure he won't run off and tell the hobgoblins about us before we let him go."


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

"As much trouble as ....Umrok... might be, it could be useful to keep him with us. He speaks Goblin, and might know the environs, and more importantly the inhabitants much better than we."

The sylph looks distastefully at Umrok.

"Failing that, I'd say kill the pitiful creature. As Kytes has intimated - he'll only end up brutalised in a hobgoblin army before murdering some poor settler."

Attai begins to carry the goods from the cellar to the donkeys.


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Iagon looks at the pitiful goblin and furrows his brow in thought. Perhaps Attai is right about that - given our position of ensuring the safety of a budding community, I'm not sure we can let this fellow go and blabber to its higher-ups about us. He shouldn't be much trouble, unarmed and generally cowed as he is.

He takes the iron padlock from Attai's haul, makes sure that there's a key in their pile of loot, and fastens the goblin's arms behind its back.


campaign info | maps

There is indeed a key to go with the padlock, and Iagon secures the goblin using the manacles from the cellar. Roger asks Umrok about the hobgoblin base, and the goblin swears he doesn't know. From the way he's pleading desperately, there's no reason to think he's lying.

It takes about half an hour to load up the donkey using the pack saddles, and without further ado, you are on your way back to the river. About an hour back along the old abandoned road, you return to the site of the ambush and the two dead human corpses still lying in the road (plus the goblin corpse amongst the rocks). The sky is growing dark with clouds threatening rain, and the temperature starts to drop as gusts of wind blow around you.

There was a shovel amongst the things you've secured from the goblin hideout. Do you want to do anything about the bodies?


M Paladin 2 | HP: 21/21 | AC: 19/11/18 | Init: +1 | Perc: +1 | F: +5 R: +1 W: +4 | CMD: 16 (15FF)

With a heavy sigh, Kytes does take the shovel. "At least we should give proper burial to these that have found their way to Pharasma's embrace. I wish that we had been a bit sooner and brought them back alive, but let us at least give them last respects."

Provided the others agree, and want to take the time to do this properly, Kytes will begin digging the grave to inter these victims. He does look them over first to see if there is anything that identifies who these fallen river-folk might be, in case there is means to notify next-of-kin at some point.


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

Attai frowns, not realising there is a proper method of disposing of remains, nor whether proper is universal.

Perhaps Roger's fire trick could come in handy again he muses, the swirling eddies of air playfully spinning faster about him.

If Kytes and others dig, Attai will deign to "keep watch" in the "likely event we are again ambushed." The sylph will stand downwind of the goblin corpse, the hobgoblin's red bow in hand, keeping an eye out for trouble.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Iagon nods, and forces their prisoner to sit, hands behind its back, just beside the eventual graves. He looks to Liamae and Roger. Do you think it would be best if you go ahead and let our charges know what we're doing? I hate to say it, but with the ill weather approaching, I wouldn't fault them for figuring we were a lost cause and moving along.


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

"Good point! Roger, be a dear and accompany me back to the ship so we can update them on the situation."


campaign info | maps

As Liamae, Roger, and the donkey laden with stolen trade goods, continue on toward the river, Kytes and Iagon prepare to bury the murdered rivermen. Kytes gives them a more thorough inspection and finds that any valuables they might have had were likely stolen by the goblins, and perhaps amongst the things in the donkey's saddle bag. However, he does find a letter folded up in the inside breast pocket of one of the men's vests. It is addressed to a Dearest Edgar, and waxes on about flowers in spring and long hours awake at night, and the light of the moon reflected on the waters of the sea, signed Your Love, Eleanor. Smells lightly of perfume, too.

It takes about an hour, with Kytes and Iagon taking turns, to dig two shallow graves, lay the bodies within, and cover them back up with loose dirt and small rocks. A light misty rain starts to fall as they work, but that actually helps to soften the dirt up a little. As Attai keeps an eye out, the shackled Umrok at his feet moans and protests and pleads to be let go, but Attai has no way of understanding.

:]|[:]|[:]|[:]|[:]|[:]|[:

Meanwhile, as Liamae and Roger near the river, they pass through thick banks of fog that hinder their visibility significantly. Up ahead, through the mists and fog they see a number of lantern lights, much more than should be coming from the small keelboat. A little closer and they can make out the outlines of a large clipper ship anchored alongside the keelboat at the rivers edge.

There is the sounding of a whistle and a shout from aboard the clipper ship, and then the form of Hans emerges from the keelboat, followed by a man in an imperial naval uniform. "Oy!" Hans waves you down and hustles up the bankside to meet you. "Wot'cha got 'ere? A donkey eh? Ha! Betcha you made good work of those goblins, you did. Oy, where the others? Is everyone alright?"


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

Liamae waves at the men as they approach. "The goblins have been dispatched. Alas, we were too late to save a caravan that they attacked. The others are burying the dead, then they'll be shortly. We've captured one of the goblins as well. We plan to keep it prisoner for now."


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

Attai keeps (valiant, vigilant, non-digging with shovels) watch until Kytes and Iagon are near done, then takes the manacles in hand and leads Umrok to the graves.


M Paladin 2 | HP: 21/21 | AC: 19/11/18 | Init: +1 | Perc: +1 | F: +5 R: +1 W: +4 | CMD: 16 (15FF)

Eir takes to the wing to provide aerial cover and scouting while Kytes and Iagon dig and pay final respects to Edgar and his companion. Kytes folds up the letter and puts it in his belt pouch. "Poor Edgar here leaves behind sweet Eleanor somewhere near the sea. I hope to someday tell the poor lass how her beau died bravely fighting off the goblins hordes in the river-lands. It's heartbreaking really."

Once they are done digging, provided Eir hasn't spotted anything unusual, Kytes will suggest they double-time it back to the landing

I assume there is no return address or other indication where this Eleanor might be?


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Iagon looks back to the shallow graves and sighs in frustration. He just didn't have the words to give them to send them to their final rest, so instead solemnly bows his head and wishes them peace. With a nod to Kytes and Attai, he follows toward the landing.


campaign info | maps

Liamae and Roger:
Hans calls for the polemen to come help load the donkey onto the keelboat. “I can pay ya fer whatcha don’t wanna keep once we get to the tradin’ post,” he informs you.

“Ehehehemm,” the other man in naval uniform coughs into a gloved hand and stands rigidly in a military posture, waiting to be introduced.

“Ah, right right, Liamae and Roger, were it? May I introduce you to Captain Rodrigue of the Taldan Imperial Navy. Thas ‘is boat,” hands jerks his thumb at the clipper ship anchored alongside the keelboat.

The Captain extends a gloved hand and bows stiffly to Liamae, “Hans here has informed me of the situation. Normally, banditry along this stretch of the river comes to a height during the summer months, when traffic is plentiful, not this early in the year. And the goblins tend to stick to the swamps, it’s strange to see this level of coordination. If you have one captive, I can take it aboard my ship, hold it in the brig. We’ll be escorting you the rest of the way to Arenway, so no worries about further attacks. The River Guard is at your service.”

Captain Rodrigue speaks to you quite formally, in a down to tacks business-like manner. His uniform is immaculate and neatly pressed. He’s a man on duty, after all.

Kytes, Iagon, and Attai:
Umrok squeals in protest as Attai drags him over to the graves. The poor goblin probably thinks he’s about to join the murdered men. He begs you to leave his body for the vultures, that’s the goblin way, but, you don’t understand him.

Considering the corpse belonged to a river merchant, all Kytes can deduce is Eleanor is likely back in Cassomir, the letter being something Edgar kept close to his heart during his travels up and down the Sellen. With the bodies buried and proper rites said over them, you decide to hustle back to the river. Eir flies overhead, keeping an eye out for danger, but other than the imposing rain, there isn’t any. Umrok doesn’t make the hustle easy, and Attai finds he is dragging the goblin along most of the way, but you are able to make it back to the river in a good 45 minutes. There you are surprised to find a Taldan clipper ship anchored alongside the keelboat. An upright naval officer waits alongside the rest of the gang for you.


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Iagon let's his surprise show, before remembering that he should appear more seasoned and calm. He looks to Liamae and Roger in the hopes that they have some good news about this potential situation, then turns to the officer.

Greetings, sir; I'm Iagon. We didn't expect to see anyone out here.


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

Liamae bows gracefully and offers her hand to Captain Rodrigue. "A pleasure to meet you, Captain. We're grateful for the escort. I'm not certain how much information you'll be able to get out of the goblin, but every bit helps."


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

"Attai Kah, newly appointed to this set" Attai offers, along with the manacl'd goblin.


campaign info | maps

Just to clarify, are you turning Umrok over to the Captain?


M Paladin 2 | HP: 21/21 | AC: 19/11/18 | Init: +1 | Perc: +1 | F: +5 R: +1 W: +4 | CMD: 16 (15FF)

Kytes remains a respectable distance from the officers and watches the proceedsings without getting involved at this point. As a half-orc, his run-ins with many of the human elite, like these officers seemed to be, seemed filled with patronizing behavior at best, and downright antipathy at worst. Better just to stand back and let the others take the lead here, until something went south, at least.

Kytes has no objection turning over the prisoner. These are the rightful authorities after all. What else will we do with him?


campaign info | maps

Captain Rodrigue extends his hand to those that make an introduction, giving Kytes a quick nod of acknowledgement.

"I thank you for following through and clearing out this threat. I hope the Marquis' men continue to be an asset to our nation." With that, the Captain takes Umrok from off your hands and returns to his ship.

Both Hans and the keelboat driver are visibly relieved that you aren't taking the goblin with you. Once you, the recovered goods, and donkey are all aboard, you are headed upriver once again, following in the wake of the larger clipper ship.

The storm is full upon you for the rest of the day, although it never amounts to more than a steady light rain. Only a little more than an hour north of the pillaged barge, the landscape changes once again as you enter into the Verduran Forest. Large, dark oak trees with heavy boughs that twist and stretch out over the Sellen's banks hang with dripping moss. The reeds and grasses of the Tandak Plains are replaced with broad ferns taller than a man. The rain keeps up, but the air becomes thick with fog and mist. The boat driver and the polemen seem to be on high alert. Occasionally, out of the corner of your eye, you swear you see lights moving through the thick forest.

"Don't look directly at 'em," warns the driver, "The Will'O'The'Wisp is the death o' many a good sailor."

Hans spends the rest of the evening out of the rain in the covered hold of the boat, inventorying the goods recovered from the barge and farmhouse. He seems a bit pleased by the spoils, and even helps himself to some of the cured meat.

The evening passes quietly otherwise. The sky grows dark and the rain continues to fall, but the lanterns swaying aboard the clipper ship light the way. The driver is tense, but is happy to have a military escort. "Was hopin' to make it to Arenway 'fore sundown, but that excursion of yers cost us some time, din'it? Wouldn't want ta be drivin' at dark in this forest alone, no sir."

GM Roll: 1d100 ⇒ 2

You have the rest of the evening and into the night before you reach the naval base at the Isle of Arenway to converse amongst yourselves or do whatever you wish.


M Paladin 2 | HP: 21/21 | AC: 19/11/18 | Init: +1 | Perc: +1 | F: +5 R: +1 W: +4 | CMD: 16 (15FF)

Kytes nods back to the Captain who seems a decent enough sort.

When the keelboat gets going again, Kytes stands at the rail, watching the terrain pass and feeling the rain on his face. Eir alights on the highest point of the ship, bawling about getting wet.

Kytes acknowledges the will o' the wisps when pointed out by the boat driver and he follows direction, not looking directly at them. As the landscape becomes more forested, he sees why the Marquis needed brave men on this expedition -- this area looked pretty unforgiving.

When the sun sets and they are still sailing, Kytes says a brief prayer to Iomedae asking for Her protection for the little boat and the crew. When he sits with the others, he starts a polite conversation. "What do you think we'll be asked to do once we get to Arenway?"


Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List

Attai too stands at the rail, though his gaze rarely strays from the magnificent trees nor the giant ferns. His face is kept dry by his personal gyre.

He turns to consider Kytes.

"I am at a loss - though perhaps there is more than typical lawlessness of a frontier to contend with."

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campaign info | maps

Thank you, congratulations, and welcome to the discussion channel for this homebrew campaign Count of the March! (That's like the best, ambiguous title I could come up with)

BTW, this is now my GM alias for this campaign.

Here you can introduce yourselves, discuss your characters and any fine tune adjustments you feel you may want to make now that you have your party in front of you.

I'm going to take a break for now. I'll be back Tuesday and we can discuss group norms, any lingering questions, concerns, etc. before we begin!


Male Half-orc URogue (1)| AC 15, T 12, FF12 | HP 8/8 | F +0, R +5, W +3 | Init +5 | Perc +9(dark vision)| CMB +0 CMD 13

I am very excited to join you all in this grand expedition. Malryk should be able to serve as a scout and tracker. He should also be able help in combat especially if he is able to maneuver behind enemies. It appears that our party may be a little light on healing. If needed I could adjust a trait and sub out a skill to add Heal. Thoughts?


Male Half-Orc Paladin (Chosen One, Warrior of the Holy Light) 1 | HP 12/12 | AC 19, Touch 11, Flat-Footed 18 | CMD 15 | Fort +4, Ref +1, Will +3 | Perception +1 (+4 bright light), Sense Motive +5 (+7 vs Evil-aligned) | Darkvision 60' | Initiative +1

Ah! Excited! Thrilled to be picked! I'll be sure to put the finishing touches on Kytes ASAP.

Kytes has a somewhat small skill set, mostly related to manual labor. But! He's got a decent Sense Motive, which is always nice to have lots of. Also, he's a rather dab hand at wrangling beasts and horsemanship, which might come up in a frontiersy setting like this.

Combat-wise, he's a pretty boilerplate sword-n'-board melee guy. Not much in the way of fancy moves, though the Step Up chain should help keep him in the enemy's face. Once he gains a few levels, he'll be able to provide party combat buffs, granting morale or divine bonuses to things like attack rolls, AC, and saving throws. He's traded away his spells, though, so he'll be a little less versatile.

I agree that we're maybe a scoche weak on healing. I've still got my Lay on Hands (and can use it at range thanks to bird-pal!), but I'll have fewer Mercies than normal and at a later level. That plus no spells means I won't be as good of a condition healer as a typical Paladin. Also, Lay On Hands is mostly good for emergency spot-healing to keep people up in a fight. For patching up after a nasty fight, we might want one of our first major purchases to be a Cure Light Wounds wand for Roger to toss in his backpack.


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Thank you, GM, for the invite! I'll indeed need to fine tune some things...Iagon is a ranged specialist, alas, no healing at this time.


Male Halfling Bard (Archaeologist) 1 | HP 10/10 | AC 16 Touch 12 FF 15 | Fort +3 Ref +4 Will +3 | CMD 12 | Perc +6 | Init +3 | Archaeologist's Luck 7 rounds/day (21 with Lingering Performance cycling)

Alright, hello everyone! Happy to be here, thanks for inviting me to the game, GM! So it looks like I'm going to be the party face, which is fine by me. Not sure how great I'm going to be in combat, but we'll burn that bridge once we get to it. I can swing a sword and fire a bow decently enough, but I have a feeling I'm going to be relying on my archaeologist's luck/fate's favored a lot. I took Grease and Chord of Shards for my first level spells, I figured one utility and one "Oh crap" last resort damage spell would work well.

As for healing, we should definitely work on getting a wand of CLW or something as soon as possible, I agree with Kytes about possibly pooling our money together just so we could get it that much faster.


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

Thanks for choosing me, GM. I'm looking forward to a fun game.

I've got some social skills and some knowledge skills, plus Spellcraft and UMD. My spells will mostly be utility and buffs. I do have cure light wounds on my spell list, so I could use a wand for healing.


Male Half-orc URogue (1)| AC 15, T 12, FF12 | HP 8/8 | F +0, R +5, W +3 | Init +5 | Perc +9(dark vision)| CMB +0 CMD 13

Rog, would Chord of Shards still work since you don’t have any bardic performances? Perhaps replacing it with Cure Light Wounds may be advantageous yes? It would certainly be in character because I am sure it would have been useful for those times when your luck just ran out. I only bring it up because of the Chord of Shards issue.


Male Halfling Bard (Archaeologist) 1 | HP 10/10 | AC 16 Touch 12 FF 15 | Fort +3 Ref +4 Will +3 | CMD 12 | Perc +6 | Init +3 | Archaeologist's Luck 7 rounds/day (21 with Lingering Performance cycling)

I'm fairly sure that Chord of Shards works, Archaeologist's Luck says that it counts as bardic performance for the purpose of feats, abilities and things that effect or change bardic performance. It's why I took Lingering Performance as my feat, as well. If you guys think I should change CoS to Cure Light Wounds, I don't mind doing it. I'm just a little worried about spells per day, so I'd rather not have to rely on that for too long.


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

I think we'll be fine once we get a wand.


Male Half-orc URogue (1)| AC 15, T 12, FF12 | HP 8/8 | F +0, R +5, W +3 | Init +5 | Perc +9(dark vision)| CMB +0 CMD 13

With DM approval, I could switch out Reactionary Trait for the following:

Venicaan Medic- You have studied at the College of Medicaments and Chirurgery, and know by sight the signs of ailments and toxins you might encounter. You gain a +2 trait bonus to Heal checks to treat diseases or poisons, and Heal is always a class skill for you.

Addition to background would be that Malryk spent a couple of years as a slave in Qadira owned by a member of the Venicaan College of Medicaments and Chirurgery in Katheer. Malryk was prized because of his keen sense of smell giving him an extraordinary ability to locate the dying on battlefields and in slave markets. As always, the observant half-orc watched his masters and learned more than they realized about healing.

Knowledge(Nature) would be replaced by Heal.

Draconic(which really did not fit) would be replaced with Qadiran.

I would purchase a Healer's kit.

Thoughts?


campaign info | maps

I’m looking into your concerns around healing from my angle: what can I control and provide to keep you alive. It was something I noticed when making my selection. Loot early on will be beneficial to you in this regard. You’ll find NPC help along the way. Some of you will develop limited healing options as you go up in level, but missing like a full cleric is going to be a hurdle for you guys and something for your characters to consider when making decisions and taking risks. In the end it might be a role several of you may have to share.

As far as adjustments go, as long as you aren’t destroying your character concept, you're good. I made my selection with characterization a priority above mechanics. So, move a few skill points around, great; switch out gear, great; switch out a spell or two, great; traits and feats, let’s discuss it, Malryk, the fluff of traits aren’t hard written into the crunch, so you don’t have to be a former Qadiran slave now just to get the extra training, that’s a major shift in your story and not necessary in my opinion. Taking a class archetype is also on the table for discussion, but racial and outright class changes are not on the table.

Hope that helps. I’ll address specific issues later.


Male Half-orc URogue (1)| AC 15, T 12, FF12 | HP 8/8 | F +0, R +5, W +3 | Init +5 | Perc +9(dark vision)| CMB +0 CMD 13

In that case, I am excited to go forward as is!


campaign info | maps
Malryk wrote:
In that case, I am excited to go forward as is!

I never mean to be discouraging or push you guys in one direction or the other. So, to clarify, it's fine to switch to this trait, but you don't need to make a major change to backstory to do so.

I'm reworking the whole front end of this adventure to try to give you guys the opportunity to score some extra goodies that'll be a big help going forward.

Chord of Shards wrote:
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.

The imagery reminds me of a scene in "Kung Fu Hustle". That being said, "striking a chord" to me presumes that an instrument is being played. It seems the spell changes sound vibration into physical matter. Of course, this is just fluff, as the spell doesn't necessarily call for a perform check, just 'during bardic performance', which in Roger's case is the Archeologist's Luck class ability. So, we can explain it away as Roger giving a shout or something, which evokes the same effect.

If you do make adjustments, please notify me so I can give it a look-over. I'm not going to go over everything with a fine-toothed comb, but I want to have basic knowledge of your abilities.

Those seem to be the major issues brought up so far.

-.-.-.-.-.-.-.-.-.-

As far as group norms go, it seems we are of varying levels of experience when it comes to PbP on the Paizo forums, so I recommend reviewing these threads just in case you haven't in a while:

Formatting Your Alias
The Basics
More Advanced
Things to Consider

Posting Rate: I would like to try for 1 post/day/person. I understand that sometimes this isn't possible. Other days everyone is active and we get 2 or 3 in each. Weekends seem to be less active around here, but I work on weekends and am usually parked in front of a computer, which means I can be very active on weekends.
Communication: Please use this channel to keep us informed of any upcoming breaks in your schedule, major interruptions, etc. Life happens, and RL always takes priority. Take care of you and yours. But, be a good person and communicate with us. We'll be understanding and accommodating. Even if an unexpected break happens, it's always good to check in and let us know you're still here. If you read the above posts, poor communication is a PbP killer. Let's keep the game alive!
Role-Play: Sometimes there's a break in the action. Sometimes your waiting for the GM to move the story forward. These are excellent opportunities for character interaction. Spark up a conversation with your teammates. It helps to keep interest and immersion levels up, which in turn adds to the narrative and keeps the game alive!
Dice: I'll be rolling passive perception checks and initiative, as well as other things when appropriate, just to keep momentum going. As far as perception goes, if you want to search for something specific, call it and make your roll.
House Rules: The variants we ended with are: Background Skills, Automatic Bonus Progression, Diseases and Poisons Optional Rules

That's all I can think of right now, feel free to weigh in.


campaign info | maps

Another note on communication, if there’s anything that you feel isn’t working for you, or anything that ruins your fun, please feel free to bring it up for discussion. If it’s something the group can remedy, raise the issue here. If you aren’t comfortable discussing it in the group, we can discuss it in PM.

Once everyone checks in that they’re ready, we can get started.


campaign info | maps

Gameplay thread is now open. Dot in when you are ready.


Male Half-orc URogue (1)| AC 15, T 12, FF12 | HP 8/8 | F +0, R +5, W +3 | Init +5 | Perc +9(dark vision)| CMB +0 CMD 13

For some reason I have Having problems Dotting Gameplay thread


Female Elf Occultist (Silksworn) 4 | HP 24/24| AC 18 (flat-footed 14, touch 14) | CMD 15| Fort +5, Ref +7, Will +4 | Init +4; Perc +9 (low-light vision), Sense Motive +6 | Spells 2/2, 4/4

The forums automatically block posts if they are exactly the same as the previous few. Try posting something other than "Dot."


Male Half-orc URogue (1)| AC 15, T 12, FF12 | HP 8/8 | F +0, R +5, W +3 | Init +5 | Perc +9(dark vision)| CMB +0 CMD 13

I suspect it may have to do with needing to exceed 10 posts with avatar. Thus this superfluous post.


campaign info | maps

Ok, looks like we’re waiting on Kytes. Kytes?


Male Half-Orc Paladin (Chosen One, Warrior of the Holy Light) 1 | HP 12/12 | AC 19, Touch 11, Flat-Footed 18 | CMD 15 | Fort +4, Ref +1, Will +3 | Perception +1 (+4 bright light), Sense Motive +5 (+7 vs Evil-aligned) | Darkvision 60' | Initiative +1

Aha! I am here. Apologies. Meatspace got... real wild for a few days there.

I also got scolded for trying to just post "Dot!", so I'll try something a little different.


campaign info | maps

Great! Let’s get started!


Male Half-orc URogue (1)| AC 15, T 12, FF12 | HP 8/8 | F +0, R +5, W +3 | Init +5 | Perc +9(dark vision)| CMB +0 CMD 13

Crazy day at work today. I will post in the morning. Very excited!


campaign info | maps

Kytes, is it ok for me to play Eir every now and then? I wouldn’t normally for a familiar or animal companion, but considering he is your divine emissary, I figure he might help you along your path a bit.


Male Half-Orc Paladin (Chosen One, Warrior of the Holy Light) 1 | HP 12/12 | AC 19, Touch 11, Flat-Footed 18 | CMD 15 | Fort +4, Ref +1, Will +3 | Perception +1 (+4 bright light), Sense Motive +5 (+7 vs Evil-aligned) | Darkvision 60' | Initiative +1
GM_WilloftheWylde wrote:
Kytes, is it ok for me to play Eir every now and then? I wouldn’t normally for a familiar or animal companion, but considering he is your divine emissary, I figure he might help you along your path a bit.

Oh, absolutely! No problem at all. I think that the Chosen One's Emissary, more than almost any other companion creature, has that pretty solidly baked into the intent. I appreciate the consideration of the ask, though!


campaign info | maps

I've started a document to keep track of pertinent campaign info for you all. Nothing much there now, but you've only just begun!

You can find it under the GM alias and under the Campaign Info tab.

If you want, I can open it up for you all to edit as well.


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Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Ouch...phytokineticist without any special skills with wood....guess I can't prune the wagon and make it work again...

Good thing you're crafty Kytes!


Male Half-Orc Paladin (Chosen One, Warrior of the Holy Light) 1 | HP 12/12 | AC 19, Touch 11, Flat-Footed 18 | CMD 15 | Fort +4, Ref +1, Will +3 | Perception +1 (+4 bright light), Sense Motive +5 (+7 vs Evil-aligned) | Darkvision 60' | Initiative +1

Hopefully that 17 was a high enough roll for my folksy wisdom to be of use!


campaign info | maps

It was!

I'm going ahead and bumping you two forward because of reasons.


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

I'll be a bit hard to reach Fri-Sun; taking a weekend trip with the wife. I'll post as I'm able to, by phone.


campaign info | maps

No worries, have fun!


Male Halfling Bard (Archaeologist) 1 | HP 10/10 | AC 16 Touch 12 FF 15 | Fort +3 Ref +4 Will +3 | CMD 12 | Perc +6 | Init +3 | Archaeologist's Luck 7 rounds/day (21 with Lingering Performance cycling)

Sorry guys, work's been a bit hectic lately. Going to try and have something up tonight.


campaign info | maps

A few notes:
Because of the way in which i’m writing up my posts (writing them up in a separate document and then copy+pasting) I’ve been making certain rolls and opposing skill checks “behind the screen” so to speak. For combat I will do everything using the forum dice.

I’ve been using the spoiler buttons mostly to keep things visually neat and organized on screen. I’m not barring you guys from reading them, do so at your own prerogative, but I trust we all honor IC and OOC knowledge.

Lastly, I’m thoroughly enjoying things so far. You guys are great and already full of surprises. In case you’re worried, I don’t plan on having the rest of the campaign as much of a monty haul as this little prologue.


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Thanks for the info, GM, I actually am enjoying this as much as combat...funny how a mundane trip through town is enjoyable with good writers!


Male Half-Orc Paladin (Chosen One, Warrior of the Holy Light) 1 | HP 12/12 | AC 19, Touch 11, Flat-Footed 18 | CMD 15 | Fort +4, Ref +1, Will +3 | Perception +1 (+4 bright light), Sense Motive +5 (+7 vs Evil-aligned) | Darkvision 60' | Initiative +1

I'm also having a blast, tbh.

Kytes is... a significant departure from the types of characters I usually play. I have to really sit and think about it when playing him. It's a challenge, but a refreshing one. I'm still ironing it out to a degree, hope he's coming across as at least somewhat consistent as a character!


Male Half-orc URogue (1)| AC 15, T 12, FF12 | HP 8/8 | F +0, R +5, W +3 | Init +5 | Perc +9(dark vision)| CMB +0 CMD 13

It has been great so far!


Male Halfling Bard (Archaeologist) 1 | HP 10/10 | AC 16 Touch 12 FF 15 | Fort +3 Ref +4 Will +3 | CMD 12 | Perc +6 | Init +3 | Archaeologist's Luck 7 rounds/day (21 with Lingering Performance cycling)

Same, I'm having a great time! I've had the idea for Roger floating around in my folder of characters for about a year now. Just needed the right campaign to put him in.


campaign info | maps

In regards to the teas Iagon scored:

They're a homebrew item. I hope they aren't OP. Anyways, during the course of finding and coming up with neat items to start y'all off with, I discovered something. A flask holds 1pt of liquid, while a waterskin holds 1/2gallon. I said 1 teabag can be used to make 1pt of tea, but also said that 1 use of tea can be stored in a waterskin.

So, edit: 1 use of tea can be stored for later use in a flask, while a waterskin can hold up to 4 uses of tea.

I'm also thinking of giving them an expiration date, so that they can only be stored for so long before losing their curative properties.


Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

Alas, I'm not trained in either of those!


Male Halfling Bard (Archaeologist) 1 | HP 10/10 | AC 16 Touch 12 FF 15 | Fort +3 Ref +4 Will +3 | CMD 12 | Perc +6 | Init +3 | Archaeologist's Luck 7 rounds/day (21 with Lingering Performance cycling)

Hey GM, just letting you know-I posted, but it looks like we posted within a few minutes of each other. Just wanted to give you a heads up, I've definitely missed posts because of that before.


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I was in a sort of brain fog yesterday. Sorry if things got scattered or confusing.

*Looks to see if there's a brain fog in the bestiary*


Male Half-Orc Paladin (Chosen One, Warrior of the Holy Light) 1 | HP 12/12 | AC 19, Touch 11, Flat-Footed 18 | CMD 15 | Fort +4, Ref +1, Will +3 | Perception +1 (+4 bright light), Sense Motive +5 (+7 vs Evil-aligned) | Darkvision 60' | Initiative +1

Sorry folks! Just had my hands full a little more than usual. I'll work on getting a post up tonight!


campaign info | maps

I was out yesterday, but im ready to move things along today. I'll make the assumptions that Roger has concluded his transaction and the rest are ready to return from the chapel. I'll give you some time to prove my assumptions right or wrong before i post yet.


Male Halfling Bard (Archaeologist) 1 | HP 10/10 | AC 16 Touch 12 FF 15 | Fort +3 Ref +4 Will +3 | CMD 12 | Perc +6 | Init +3 | Archaeologist's Luck 7 rounds/day (21 with Lingering Performance cycling)

Yeah, sorry about that-I was busy during the weekend and then last night Paizo was being ridiculously slow for me.


campaign info | maps

I've updated the campaign info doc.

Would you all like a party inventory sheet?


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Malryk, are you still with us?


Male Halfling Bard (Archaeologist) 1 | HP 10/10 | AC 16 Touch 12 FF 15 | Fort +3 Ref +4 Will +3 | CMD 12 | Perc +6 | Init +3 | Archaeologist's Luck 7 rounds/day (21 with Lingering Performance cycling)

Holy crap, new website...now I get why it was down all day yesterday.


campaign info | maps

I’ve sent Malryk’s player a PM... I thought I’d sent one on Tuesday, but I sent it to Roger’s player instead... O.o My mistake.

Anyways, I want to give them a few days to check in before moving things along. So, enjoy your weekend! Feel free to RP a little, and I’ll have an update for you Monday.


Male Halfling Bard (Archaeologist) 1 | HP 10/10 | AC 16 Touch 12 FF 15 | Fort +3 Ref +4 Will +3 | CMD 12 | Perc +6 | Init +3 | Archaeologist's Luck 7 rounds/day (21 with Lingering Performance cycling)

Honestly, he might not realize he has a message-I cannot for the life of me find my inbox on this new site. If you hadnt said that you sent me a message, I never would've known.

Edit: Just found my messages, but there's no notification that you have any new messages. It's definitely possible that he just doesn't know you're trying to reach out to him.


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Yeah, i’m finding navigating the site has been confusing from all the changes. You have to Click on My Account -> My Profile to see the PM tab. It used to be a little icon at the top of the page.


campaign info | maps

My natural inclination is to give people the benefit of the doubt. I’m left to assume Malryk is facing a real life situation which is keeping him from posting for the time being. Acting on this assumption, I’m ready to move forward and play as if Malryk the character has split from the group to do whatever on his own. Hopefully he can join back up with us sooner than later.

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