"Welcome peasants! Welcome to your DOOM!" a nasally, whiny voice booms out in the tiny room. Beyond the gray stone walls, the slit window that gives the only light, and a stone floor that is as uncomfortable to lay on as it looks, which you know form recent experience, there are three things that stand out.
First, you have a pounding headache, likely from being knocked out.
Second, it is really chilly here.
And third, which doesn't make the second thing any easier to deal with, is that you have stripped of all your worldly possessions and gear save the bare minimum to maintain your modesty, and keep this in the game within shouting distance of a PG-13 rating.
"All of you ahve greatly angered me! You have expunged on my honor and for that you shall all rot here in my Tower of Doom!" The voice booms out again, followed by a thunderclap and a flash of lightning.
"There is no escape and I shall laugh at your pathetic attempts to beg for mercy. Laugh I say! Muahahahahaha!"
"MAURICE!" says a second voice, "What you doing down there?"
"MOM~! I'm busy teaching a bunch of rubes not to mess with me!" Maurice whines.
"You can do that later. It's time to mow the lawn."
"B-but MOM! I gotta squa--"
Then, thankfully, blessed, blessed, silence.
Okay, you are each in a room that is ten feet by ten feet by ten feet. The walls, floor, and ceiling are all made of stone. One wall has a tiny window that lets in barely enough light to see by and the wall opposite has a heavy wooden door with an iron pull. On top of this, you are cold and wearing naught but your underwear. I need a fort save and what each of you is going to do.
HP 16/16, AC 17, T 13, FF 14, Fort 3, Ref 3, Will 5, Perception +8, Sense Motive +3
SP: 4/4, Arm: Pepperbox, MF: 1-2, Ammo: Metal Cartridge 3/4
Skills:
Craft. Arm Maintenance +6, DD +7, Heal +11, K: Engineering +4, Perception +8), Profession: Gunsmith +9, Sleight of Hand +10, Spellcraft +4
Nice! Fort Save:1d20 + 3 ⇒ (18) + 3 = 21
Joseph gets up and sways a bit.
How did i get in here? Oh, i know. Hey!
Missy Moose! Your peons made a mistake! This seems to be the duengeon, not the interview room! I demand that you let me out of here!
Then grumbling something about peons and idiots and brain enhancing experements, he looks around.
Its cold. And dank and smelly and misserable and IHATE THIS PLACE!!
Male Vanara Monk (Zen Archer) 1|HP 9/9|AC 17, T 17, FF 13|Init. +4|Fort. +3|Ref. +6|Will +5|Perc. +8|
Fort Save:1d20 + 3 ⇒ (12) + 3 = 15
Veegal immediately rises from unconsciousness at the sound of , his fur bristling to the dank cold. He begins to notice many things awry:
1. I am in a dirty cell. My fur is dirty. This must be remedied.
2. WHO THE HELL PUT THIS UNDERWEAR ON ME?!
Veegal takes off the filthy rag and throws it in a corner, his thick fur covering anything that would make the FCC s&&! their collective pants.
And finally, 3. How do I get out of here?!
After cleaning his fur with his tongue and slicking back the hair on his head to be out of his face, Veegal looks around for further information and ways to escape.
Nope, dem some pretty stout doors, y'know.
Also note, Normally I don't mind if people read the spoilers as long as they keep from metagaming. This is one of those times I'd rather you didn't. Don't worry, I'll let you know when it's okay to look.
Veegal:
After nearly half an hour searching the room and looking for a way to get to and squeeze through the window, you find that the door is unlocked. The hallway beyond is clean and well lit by crystals that shine like a small sun. There are no other doors in sight and the hallway bends to the left after fifteen feet.
Joseph:
No one answers you and sadly there is no one to cower in terror at your threats.
M Human Universalist 1 HP: 8 AC 9/9/9 | F-1 R -1 W+4 | Per:+0, Init: -1
Fort save1d20 + 0 ⇒ (17) + 0 = 17
Manet wakes on a cold, stone floor in a cold, stone room in a cold, stone tower.
Suddenly, he realizes he's all but naked and leaps to his feet shouting. "Oy! Think it's funny to humiliate an old man?" He slides his undergarments off and throws them from the small window. "There! Feast your eyes perverts!"
The skinny, wrinkled old codger dances around with surprising agility for someone his age.
"That's right. Get a good look at the ol' wind sock you creeps!"
M Half-Orc Barbarian 1, HP: 17/17, AC/T/FF: 13/13/10, Fort +5, Ref +3, Will +0, Init +3. Rage 5/6 per day Perception +4
1d20 + 5 ⇒ (20) + 5 = 25
Thunk rubs his head, then looks around the room. "Ow. Me head is mad. Me need soft little hoppy." think then looks around to notice there are not many small animals in the room. "ME HOPPY!!!" he shouts while quickly scouring the floor for signs of small animals.
Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2
fort save:1d20 + 2 ⇒ (1) + 2 = 3
Lulu was apparently sound asleep. Pix fluttered about trying to figure out where they were.
the gently melody of her wings flapping and the tiny trail of rainbow sparkles followed Pix.
her tiny size went to check out the window, then back to wake up Lulu.
tugging at her hair. it looked like a tiny insect trying to drag a huge leaf.
Pix. lulu said groggily. what do you want, and why is it so cold.
Lulu stretches and eventually the room comes into clearer view.
Pix? where are we? and why is everything so grey? Grey is a bad color. its the color of cold....or was that blue? Soon Lulu realizes she is without her hat. and her animal like ears and long purple hair are a total mess, ick, bed head
Pix!, where's my hat. I don't think I can do magic without my hat, and my staff, that's important too. looking at herself, well it least i am wearing something.
lulu snaps her fingers and her clothing changes to blue. and realizing that she isn't getting warmer. she snaps again and they change to red.
[b]Red is definatly the right color.
going to the door Lulu pounds on the door. Hello? anyone out there? she touches the door turning it bright green, that should make it safe. she then tries to open the door.
using prestidigitation to change colors also the stats in the profile are wrong so until I can update after work don't refer to them please
Male Vanara Monk (Zen Archer) 1|HP 9/9|AC 17, T 17, FF 13|Init. +4|Fort. +3|Ref. +6|Will +5|Perc. +8|
If DM Salsa puts a spoiler on things, I will too! Maybe if we add enough spoilers, it'll make the campaign go faster! (But only on highways, where they can truly streamline the vehicle):
Stealth:1d20 + 10 ⇒ (19) + 10 = 29
Veegal tiptoes down the hall, but not in the way a human tiptoes. He rockets down the hallway on his prehensile toes, each toe touching the ground in rapid succession. The rest of Veegal's body does not move, making it seem as though the Vanara is being carried along by a moving walkway.
This was one of the ancient, secret techniques of Swift-Silence passed down amongst his people. It was particularly difficult to learn, not because of the physical exertion involved, but rather that the Vanaran stealth instructors were also mute, and therefore could not describe the technique vocally, nor instruct their students on what they were doing wrong. This usually resulted in somewhat imperfect technique and many stubbed toes.
HP 16/16, AC 17, T 13, FF 14, Fort 3, Ref 3, Will 5, Perception +8, Sense Motive +3
SP: 4/4, Arm: Pepperbox, MF: 1-2, Ammo: Metal Cartridge 3/4
Skills:
Craft. Arm Maintenance +6, DD +7, Heal +11, K: Engineering +4, Perception +8), Profession: Gunsmith +9, Sleight of Hand +10, Spellcraft +4
Determined to improve his current situation, Joseph will clutch at the bars to his cell and shake them with all the strength he can muster. As Joseph is thourally shaken as his attempt backfired and the door didnt budge an inch, he decides instead to see if he can jimmy the lock.
Disable divice:1d20 + 7 ⇒ (15) + 7 = 22with -2 for no tools
I fear that made more sense in my head then in writing :(
We will see if anyone else gets it :)
Despite being inanimate objects, the walls, floor, ceiling and door radiate a feeling of being terrified and profoundly disturbed at the same time.
Thunk:
Sadly, there are no fluffy things to cuddle with.
Lulu:
Nonlethal:1d6 ⇒ 2Lulu takes 2 nonlethal cold damage. Unless she has resistance to cold, you need to roll for Pix too.
The door opens easily enough. Outside is a hallway that leads from the door fifteen feet to a bend to the right. The halls are the same kind of stone as the room you just left and brightly lit by crystals glowing like the sun.
Veegal:
The hallway after the bend leads to a large room with six other hallways leading away, three to a side. A set of double doors is on the wall to the right of the hallway that you are in.
Joseph:
You discover through much trial and error that the door opens inwards. Rather silly really. Outside is a hallway that leads thirty feet to a large room. It is brightly lit with crystals that glow like the sun.
M Half-Orc Barbarian 1, HP: 17/17, AC/T/FF: 13/13/10, Fort +5, Ref +3, Will +0, Init +3. Rage 5/6 per day Perception +4
Thunk is saddened by his current dilemma, and focuses on trying to better the situation.
GM:
Thunk cannot sustain for long periods without the fluffy. He looks around the room to examine the situation, noting the window and cell door. Thunk looks out the crack in the window to see if there's any notable or familiar looking scenery. Afterwards, he'll try to break out of his cell by punching the door (Str check if you need it) 1d20 + 3 ⇒ (13) + 3 = 16
The door creaks under the blow, and bounces against the jamb, opening inward. Beyond is a hall that goes for fifteen feet then bends to the left. The hall is of the same stone as the room and brightly lit with crystals that glow like the sun. Sadly, there is a noticeable lack of cuteness of the fluffy variety, although one of the flagstones on the right side of the hall gives off an aura of the klutzy kind of cuteness.
M Half-Orc Barbarian 1, HP: 17/17, AC/T/FF: 13/13/10, Fort +5, Ref +3, Will +0, Init +3. Rage 5/6 per day Perception +4
GM:
Thunk sticks his head out of the cell, checking both directions. Given his large stature, Thunk isn't the most graceful of people. He strides out of the cell in hulking steps, the slapping of his bare feet against the floor is no doubt echoing through the hall. He gleefully walks up to the klutzy looking stone, smiling and laughing to himself as he places it in his underwear, where it can be stably held in place by his.....Thunk then walks down the hallway giggling like a child. "Hehehehehehe, Light will help."
HP 16/16, AC 17, T 13, FF 14, Fort 3, Ref 3, Will 5, Perception +8, Sense Motive +3
SP: 4/4, Arm: Pepperbox, MF: 1-2, Ammo: Metal Cartridge 3/4
Skills:
Craft. Arm Maintenance +6, DD +7, Heal +11, K: Engineering +4, Perception +8), Profession: Gunsmith +9, Sleight of Hand +10, Spellcraft +4
Crunch is in the alias now. Trying to transmit that much data over an old phone is... Time ineficent :)
GM:
Ah. It opened. And here i was about to calculate the exact resonance of the door and then sing to that exact frequency thereby vibrating the door to bits. What a waste of time that would have been!
Joseph then exits the cell and heads down the corridor, whistling to him self. He probably wont stop at much, ignoring most anything short of a monkey dancing beside him or a particularly loud shout or a wall he just ran into.
Male Vanara Monk (Zen Archer) 1|HP 9/9|AC 17, T 17, FF 13|Init. +4|Fort. +3|Ref. +6|Will +5|Perc. +8|
SALSA!:
Stealth:1d20 + 10 ⇒ (14) + 10 = 24
Veegal continues his technique "The Step of No Step" to the edge of the double-doors on the right and then quietly lowers himself to the ground, careful to stay on his hands and the pads of his feet, so as to keep his fur squeaky-clean!
He listens closely at the bottom of the doorframe. If there's a gap between the door and the floor, he attempts to look through it as well. And sniffs at it. If the door looks slightly appetizing he will also taste it.
Perception:1d20 + 8 ⇒ (17) + 8 = 25
Veegal has dropped prone for purposes of mechanics.
AC 13, T 13, FF 10; hp 8/8; F +2, R +3, W +1; CMD 15; Init +3; Perc -1; low-light vision
Fortitude:1d20 + 2 ⇒ (6) + 2 = 8
Vivian yawns and stretches, smoothing down his whiskers, his black nose twitching as he sniffs the air. "Where am I?" he asks the voice - 'Maurice' - but recieves no answer. After waiting patiently for a while, his tail brushing the floor behind him, he sighs, assumes his human form, and tries to open the door.
The fact that there might be traps never occurs to him.
Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2
whoever made this place sure is boring, grey is everywhere. waving her hand to get Pix's attention, Come on Pix lets see if we can find my hat.
Pix flies around and hovers in front of Lulu arms crossed his chest, glanceing at the rest of Lulu.
Lulu looks at herself and starts t little giggle, yeah I guess I better find my dress too.
Lulu starts skipping down the hallway toward the bend going from wall to wall touching it and changing the wall's colors leaving a tye-dyed mosaic in her wake all over the walls.
Okay, lemme get this straight. You just picked up a flagstone that's a couple of feet to a side and stuffed it down your pants?
Manet:
The door can almost be heard whimpering at you display of manly might and shudders in its frame. Sadly to open it would have to get closer to you.
Joseph:
You round the bend and come to a large room with six hallways leading from it. To one end is a set of double doors. Perception check please
Veegal:
Alas, you would have to touch your face to the floor to see under the door, but loud snoring can be heard on the other side.
Vivian:
The door opens inwards easily. Beyond is a hallway that leads to a large room thirty feet away. The hallway is of the same stone that was in the room and lit by crystals that glow like the sun.
Lulu:
Past the bend is another stretch of hallway that leads into a large room.
The door opens easily inwards. The hallway beyond is made of the same stone as the room and is brightly lit by glowing crystals that shine like the sun.
Vivian:
Sorry forgot about this. Nonlethal Cold:1d6 ⇒ 3
Vivian takes 3 points of nonlethal cold damage
By the way, here's a map since everyone's out. It's okay to read the spoilers now. I just didn't want everyone to know that the doors were unlocked at the outset. :D
M Half-Orc Barbarian 1, HP: 17/17, AC/T/FF: 13/13/10, Fort +5, Ref +3, Will +0, Init +3. Rage 5/6 per day Perception +4
GM:
Y....yes? The description didn't make it sound so large. The crystal I mean. If it's sizable enough to fit in his pants he will, but if it's just a tad to big....he'll probably still try.
HP 16/16, AC 17, T 13, FF 14, Fort 3, Ref 3, Will 5, Perception +8, Sense Motive +3
SP: 4/4, Arm: Pepperbox, MF: 1-2, Ammo: Metal Cartridge 3/4
Skills:
Craft. Arm Maintenance +6, DD +7, Heal +11, K: Engineering +4, Perception +8), Profession: Gunsmith +9, Sleight of Hand +10, Spellcraft +4
GM:
Yay perception check :p
Blind man seeing:1d20 - 6 ⇒ (4) - 6 = -2
Joseph blissfully walks into the room, unaware of, well pretty much everything. He can faintly make out a pair of douboe doors and heads in that general direction.
Lulu
Sadly Pix doesn't find your hat, and what's worse, the room is of the same boring grey stone as the hallways. Well, the hallways before you gave them a splash of color. You see a man wearing thick-lens goggles walking to a set of double doors at one end of the room.
AC 13, T 13, FF 10; hp 8/8; F +2, R +3, W +1; CMD 15; Init +3; Perc -1; low-light vision
Vivian walks towards the large room, sniffing the air as he goes and humming to himself. The crystals in the walls hold his attention for some time. Perhaps a little too long. But eventually he makes it.
Male Vanara Monk (Zen Archer) 1|HP 9/9|AC 17, T 17, FF 13|Init. +4|Fort. +3|Ref. +6|Will +5|Perc. +8|
Sorry, it seems the forum ate a post I made earlier
Reflex:1d20 + 6 ⇒ (10) + 6 = 16
Veegal notices the bumbling alchemist in time to move out of the way, standing out of arm's reach from his groping hands. As others enter the room, Veegal waves, then points at Joseph, then shrugs, as if to indicate, "I don't know this guy."
Manet wrote:
"Hullo!?" Manet shouts. "Is anyone around!? I'm an old man! I'm lost...and nekkid! Help!"
At this, Veegal begins to panic. NAKED?! why in blazes- then his thought process stops as he realizes his own lack of clothes.
Regardless, I can't be anywhere near any hairless naked person! I've got to get out of reach!
Climb, Veegal, Climb!:1d20 + 10 ⇒ (10) + 10 = 20
If this is a standard dungeon wall, Veegal moves vertically as far as he can. If it's anything more difficult to climb, he scrambles at the flagstones, racing to get out of reach of this mad nudist!
Veegal does so poorly in his communication that he actually confuses anyone who is watching even more. To the untrained (read: racist) eye, this might just appear to be the random arm-movements of a monkey or ape.
HP 16/16, AC 17, T 13, FF 14, Fort 3, Ref 3, Will 5, Perception +8, Sense Motive +3
SP: 4/4, Arm: Pepperbox, MF: 1-2, Ammo: Metal Cartridge 3/4
Skills:
Craft. Arm Maintenance +6, DD +7, Heal +11, K: Engineering +4, Perception +8), Profession: Gunsmith +9, Sleight of Hand +10, Spellcraft +4
If the monkey sneaks by, i dont see him. But if the monkey climbs up the wall and waves his arms around non-sensically, then i see him!
Btw we got a blind man and a mute ape. Oh joy!
Joseph stops heading for the door, distracted by the flailing monkey. Instead he turns to the primeape.
Oh. What do we have here? Did one of the test subjects escape from their pens? Thats no good. Here, come with me and im sure we can get you back to your regularly sceduled experements. They must be something to do with regeneration, you are one ugly mutt!
Come, im sure they have bananas!
While Joseph is trying to be coddling and reasuring, chances are it is reciecved as anything but.
Feel free to bite my nose off for that one...
But so far all i have to go on is a monkey in a lab :)
Joseph extends a hand out towards you.
He is about 5ft 5, skinny as a doornail, except for his protruding potbelly, with arms that make a doornail look fat and wearing only his tighty-whities and overlarge glasses.
its a good thing he stopped at you, otherwise he would have probably kept on going right to the door and opened it. Probably a not so wise choice!
The door opens to reveal a room, twenty feet by twenty-five feet. Four other doors are on the walls, each labeled with a wood carved image. In one corner is a desk and a sleeping orc. He mumbles something about roasted monkey before settling back into the steady rhythm of snoring, loudly snoring at that.
M Half-Orc Barbarian 1, HP: 17/17, AC/T/FF: 13/13/10, Fort +5, Ref +3, Will +0, Init +3. Rage 5/6 per day Perception +4
I'll fill in thunks going ons
Thunk arrives in the hallway where the others have amassed, quickly taking notice of the skinny individual communing with the monkey. Being furry and large, the monkey does not hold Thunks interest. The nudity was also a non issue to Thunk, having lived majoritively in the wilderness for most of his life. But those goggles on the thin mans head, THOSE were intriguing to him. Thunk walked up behind the seemingly odd man, and takes his goggles off, looking through them, figuring out their purpose.
"These goggles don't work." he says in a disgruntled tone.
AC 13, T 13, FF 10; hp 8/8; F +2, R +3, W +1; CMD 15; Init +3; Perc -1; low-light vision
Vivid enters the room humming, stopping when he sees people. Lots of people! Lots of... Very strange people.
He approaches the group of strange people, staying away from the large fellow with the glowing codpiece. "Erm, where are we?" he asks, his moustache twitching in confusion.
Thank you guys for applying. I know the party lacks any divine casters or healers, but I plan on rectifying that soon after the game starts.
As for the equipment situation. I told you guys not to worry about it because you won't have any right at the beginning. Those of you with Spell/formula books can go ahead and pick your spells, but you won't have access to them right away. If you have an animal companion/familiar, you still have them at the start. Bonded objects will be found about the same time as your spell books.
I'll try to have the game thread up in a few hours, but no guarantees there.
That said, I hope I'm as funny as I think I am, otherwise this is going to get real old real quick.
Male Vanara Monk (Zen Archer) 1|HP 9/9|AC 17, T 17, FF 13|Init. +4|Fort. +3|Ref. +6|Will +5|Perc. +8|
Veegal Slimtail, reporting in!
A disclaimer to other players who may have missed Veegal's Crunch or backstory... or quirks... or character profile in general: Veegal does not speak. Ever. He comes from a village of Vanara based on the old Japanese phrase: "mizaru, kikazaru, iwazaru," (見ざる, 聞かざる, 言わざる) "See no evil, hear no evil, speak no evil," which gave rise to the "Three Wise Monkeys" image that's so famous today, comprised of three different monkeys holding hands over their eyes, ears, or mouth. Each martially inclined Vanara of the village had rendered themselves either blind, deaf, or mute, which eventually contributed to the village's downfall.
Religious History Lesson!:
The reason for these three "No Evil" principles being depicted as monkeys is actually a pun in itself. When vocalized, -zaru, the suffix for "mizaru," "kikazaru," and "iwazaru," sounds like "saru"(猿), the Japanese word for monkey. As such, the confucian phrase was interpreted as many folklorists to be referring to three monkey-like deities whose roles in the universe have been interpreted differently by Buddhism, Shintoism, and Kōshin (an old Japanese folk faith).
Veegal has taken several other monastic vows, which will limit his role in close-combat, but should make for some interesting party situations.
Also, don't let his angry avatar face fool you, Veegal is extremely kind and is Lawful Good to a fault. This is just the only male-looking avatar that I could find for a non-whitecape Vanara.
HP 16/16, AC 17, T 13, FF 14, Fort 3, Ref 3, Will 5, Perception +8, Sense Motive +3
SP: 4/4, Arm: Pepperbox, MF: 1-2, Ammo: Metal Cartridge 3/4
Skills:
Craft. Arm Maintenance +6, DD +7, Heal +11, K: Engineering +4, Perception +8), Profession: Gunsmith +9, Sleight of Hand +10, Spellcraft +4
Ehhehehe!! Onward! To the tower of science!
Joseph doesnt realize its actually the tower of DOOM...
I have a few quick questions. Is it ok if i take the Breadth of Experience (normally dwarf/elf/gnome/old guy only) and reflavour it as College Experience?
Can i keep my glasses? (normally everyone gets an outfit worth 10gp and the glasses cost 10) last time ill ask :)
I intend to have him close his eyes if/whenever he looses his glasses as a way to represent his near blindedness. Blind and hucking bombs!
Aside from that, i have to selltle on 1 feat, 2 traits and his bonus languages and he is good to go!
Quick Quirks:
Joseph as very poor eyesight and chucks explosives. Sorry if i hit you :(
When Joseph first enters he will be asking different monsters if he can apply for a job there. Should be interesting :)
Joseph talks using big words and, intentionally, might be hard to understand. He will make sure to ask Veegal lots of questions!
He has a neural inhibitor in his brain that is failing fast. He will get A LOT smarter very quickly the next few levels.
He has a big Ego and a supeority complex. He wont be making many friends (but ill keep it light)
Yes.
I'm assuming he's blind otherwise so yes, even though the start of this game is going to be breaking with the free outfit rule until you actually find some clothes.
Also, Joseph is stuck in one of the rooms where it is very, very chilly. The good news is he's already at the top. :D
Hey, so I'm here, but I'm about to head to an appointment, and then I have my home game tonight, so an alias for Vivian Vitimus might be a while. Just checking in though, to say thanks for picking me, I'm looking forward to playing, and we have some fantastic characters here. (Joseph Bonkers warms the cockles of my heart, he does!)
M Half-Orc Barbarian 1, HP: 17/17, AC/T/FF: 13/13/10, Fort +5, Ref +3, Will +0, Init +3. Rage 5/6 per day Perception +4
Ok, so I work 3rds (EST) but I can post between 2:30pm-8:15pm, then 2:50-3:30am, and 6:45-8am. Hopefully that's enough windows to work with the campaign.
AC 13, T 13, FF 10; hp 8/8; F +2, R +3, W +1; CMD 15; Init +3; Perc -1; low-light vision
Found one! Pretty sure this is a gnoll, but it's foxlike enough. =)
Also, I explained my character to a mate, and the conversation went a little like this.
"So I made a kistune skald."
"You... you what? That's two COMPLETELY different cultures."
"Yeah, I know. And his name's Vivian Vitimus."
"So you have two cultures AND YOUR NAME REJECTS THEM BOTH?!"
"I TOLD YOU THIS WAS A SILLY GAME."
Have him read what's gone on so far. That should clear things up. :D
By the way, any ideas that you have or come across that you'd like to see, send them my way. They'll wind up in the game at some point in some fashion. ^_^
Okay, just to sum things up. Manet is still in the hallway leading to his cell. Everyone else is in the large room. One of the double doors is open revealing another room with more doors leading off of it and a sleeping guard (Whom could sleep through a thunderstorm, an earthquake, and a tarresque attack all happening simultaneously.)
M Half-Orc Barbarian 1, HP: 17/17, AC/T/FF: 13/13/10, Fort +5, Ref +3, Will +0, Init +3. Rage 5/6 per day Perception +4
Thunk's going into the next room to try and figure out where they are, since V asked, but apparently nobody really has an idea, except that we're all naked. Unfortunately, Thunk is going to try and wake up the guard to ask where they're at, since he looks like an Orc who might know.
Female Gnome Sorcerer 1 HP: 8/8 AC 12/12/11 | F+2 R +1 W+3 (+2 vs. Illusions)| Per:+8, Init: +2
Spells:
Elemental Ray 6/6 | 1st: 4/4
By the way, can everyone put their HP, AC, Saves, Perception, and Init with their Gender, race and class? I'd like something like what's on this character.
HP 16/16, AC 17, T 13, FF 14, Fort 3, Ref 3, Will 5, Perception +8, Sense Motive +3
SP: 4/4, Arm: Pepperbox, MF: 1-2, Ammo: Metal Cartridge 3/4
Skills:
Craft. Arm Maintenance +6, DD +7, Heal +11, K: Engineering +4, Perception +8), Profession: Gunsmith +9, Sleight of Hand +10, Spellcraft +4
Hello. Bank decided to hold my check for 5 busness days (1week real time) without telling me and rent is due. Much stress and anxiety followed so I took a personal day. Will post soon :(
Okay, just updated the Campaign Tab. It is currently showing the Loot, resources, and XP gained, we're using the fast track.
Just a note. Most of the time I don't give out XP, and tell people when to level based on either the Advancement track of the module/AP I'm running or on a rough guess. I am probably going to get something wrong in balancing it, but I think this'll still be fun.
Also, a note on loot: Please post here if you are claiming something. Say exactly what it is you're claiming so I can remove it from the list.
HP 16/16, AC 17, T 13, FF 14, Fort 3, Ref 3, Will 5, Perception +8, Sense Motive +3
SP: 4/4, Arm: Pepperbox, MF: 1-2, Ammo: Metal Cartridge 3/4
Skills:
Craft. Arm Maintenance +6, DD +7, Heal +11, K: Engineering +4, Perception +8), Profession: Gunsmith +9, Sleight of Hand +10, Spellcraft +4
I get the feeling that with my scrawny 8 str arms, no bab and probable lack of proficency i would be just as useless with a weapon as without :p
sorry guys, no potential combat monster for the forseeable future!
I also get the feeling that for the immediate future i may have to get very creative with my meagre resourses till i am able to put that inteligence to more direct means :)
As such. Be prepared to be surprised >:D
Joseph will take the following:
Explorers outfit, cold weather outfit (or at least pieces of each), the cooking kit and flint and steel, then head to the "library" and, if he can, take every scrap of paper. About how much paper is that? Could thrunk possibly carry it all?
Next up, whats on the guard? I imagine i would have to search him to find out :)
ill get more written up in the gameplay thread in a bit, ill be busy :)
Yay free exp for talking to a dead guard and doing nothingat all!!
HP 16/16, AC 17, T 13, FF 14, Fort 3, Ref 3, Will 5, Perception +8, Sense Motive +3
SP: 4/4, Arm: Pepperbox, MF: 1-2, Ammo: Metal Cartridge 3/4
Skills:
Craft. Arm Maintenance +6, DD +7, Heal +11, K: Engineering +4, Perception +8), Profession: Gunsmith +9, Sleight of Hand +10, Spellcraft +4
Ya, I'll only grab a few hundred sheets then, a stack about 2-3 inches high, and preferably of the more recent records if he can. As time goes on and he walks around he will flip through each one, memorizing the names, dates and transgressions of each.
Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2
What? no hat? Lulu must have her hat!!!!
If she does not get her hat soon, there will lots of unhappy colors being used.
Lulu has no claims on anything except clothing that will fit her.
Also things are getting more and more hectic at home, I will be off visiting the wife in hospital tonight, and with the craziness of the insurance chaging I am dealing with I was handed a possible $15,000 bill.
she was supposed to be discharged today but looks like not until the 17th and still waiting to hear about the cyst the found on her pancreas.
Given the lack of response to my last PM, I'm assuming that Manet is not going to continue with us and is dropping out. Now I have to think of a suitably funny demise.
I've been on the internet too long:
Would having his clothes change into a sailor moon type outfit and a portal to the plane of tentacle monsters opening beneath him be too out of line?
Male Vanara Monk (Zen Archer) 1|HP 9/9|AC 17, T 17, FF 13|Init. +4|Fort. +3|Ref. +6|Will +5|Perc. +8|
Hey guys,
Unfortunately I've come down with an extremely bad case of the stomach flu, so I'll be all but unconscious for the next few days. Just letting you know that my posting rate will be decreasing due to excess vomiting, not due to lack of interest... or choice in the matter.