| Thera Flidais |
Yes, Thera is intending to go for a Melee Warpriest (specifically because at the time the only melee we had was a GM controlled character). Wouldn't mind if we had a second melee member in the party, helps with flanking etc, and Warpriests sadly don't get full BAB :(
| Solaria Jesari |
OK, Hope I've got this right for the new book ...
Solaria - Cleric - melee(limited)/healer/diplomat/buff spells
Linpul - Hunter - melee(reach)/techno skills and knowledge/animal companion(melee)
Thera(new) - war priest - melee/healing
Rakdon(new)- sorcerer - arcane spells
Dr L. - cryptic - ranged/tecno skills/trap finder
We have 3 melee types, including Tetsuda. 4 with Solaria having limited melee abilities.
We have 2 with divine spells
We have 1 with arcane magic
We have 1 with ranged
We could probably do with another ranged and another to help, I would say another with access to arcane would be useful.
Just my thoughts and probably not done justice to your characters as much as should be done, so please put me right on things.
Given that my vote is for Ural and Tessara, reserve Kharmell.
| Thera Flidais |
I agree, actually with Solaria's analysis, as that seems to fix up any remaining potential weaknesses we might have. Thera is a Warpriest Reach build, so should hopefully be able to keep any melee opponents off our casters in conjunction with Linpul.
| GM Demonmoose |
Some Options:
1. Continue on with the game as is. I will tell the applicants to wait.
2. Assume other heroes have saved Torch before you. Skip to Book 2.
3. Allow your new recruited characters, at Level 4, to assist you in finishing Book 1.
4. Torch is destroyed. All four of you make new characters, add the 3 recruits and start Book 2.
5. Something else.
Looks like your choices are Uran and Tessara? Need Linpul and Rakdon's choices.
Choices again:
-Sarainy Malki human bard/archer/devout ranged/6 spell buff
-Uran gnome gunslinger ranged/exp. gun
-Riggs Parrett human wizard/metal ranged/spell
-Kharmell android wizard/spellslinger ranged/less magic
-Tessara Y. elf fighter 1/wizard 3 ranged/owl/magic
-Ghiv human sorcerer/psionic ranged/debuff
-Cemiffobar dhampir bloodrager/undead melee/undead
-Malak Gearhead orc thunderscout (from Aden), range/vehicle
Rakdon Tripus
|
I like option 2. But make sure to tell us what went on, as if fill in the gaps like we are reading a story book.
I'll go with Sarainy and Uran. Gunslingers can pack the punch and have lots of other tricks. Bards have some of the best spells and buffs.
also, I haven't updated picture profile, but Rakdon is a elf now. I'm going with the race I originally had him as when I first made this alias, and though class changed, this guy has always been an arcanist of some kind, originally a magus. Rakdon the hamster is really Rakdon Jr. Notice how he had the adopted-warrior of old trait?
| Dr. Lendaro |
If you have a way to plug them in for the end of Book 1, that'd be great. Since the keycard is here, we essentially have two more fights? I'd really prefer to finish.
| Solaria Jesari |
2 fights is gonna be about 2 weeks, so if the other groups are finished, them I say we go option 2.
2 weeks, 5 rounds = 1 week, against Big Bads will probably take at least that .... so it'll hold things up quite a bit... just the way I'm thinking about it.
| Linpul |
I'd put in for Uran and Sarainy. The bard is always helpful and the gunslinger is especially helpful since they pack a punch which is what we need.
Only thing I could ask for more of is if the bard had the archetype that focused on teamwork feats since I bank off of those a lot. But I have Tetsuda and that's more than enough since he doesn't get hit.
Either option is fine with me, I would like to finish the book but if time demands it we can skip ahead.
| Solaria Jesari |
I'm OK with Uran and Sarainy if we want to keep the bard magic.
| Uran Folker |
Hello all and thank you for inviting me to your game....will need a bit of time to read up on what has happened and who is who..lol
Also need to discover what gear I might have or money to spend on upgrading the gear I already am carrying.
Looking forward to playing with you all.
| Sarainy Malki |
Hi all,
I am new to pbp so you might have to bear with me, any and all advice is much appreciated!
Will fill in my character sheet today, but essentially Sarainy is an archer/buffer follower of Sarenrae. Can focus on damage or buffing as requested, I do not mind either path.
| Solaria Jesari |
Welome Sarainy, hope you have fun, I'm sure all of us will help as we can.
| Solaria Jesari |
Here are some PBP tips I was given/sent.
Nice one DemonMoose, been playing a few years, and its really good advice, some of which I probably don't follow to well. Always good to learn.
| Uran Folker |
Great link DemonMoose!! Lots of excellent advice!
@Sarainy - How would you like to proceed? I would not mind jumping right in, but we should come up with some background ideas. If you read my standing background (that was written for this AP, but for a starting character) you will see my character was duped to coming to Torch and left for dead on the edge of town. Perhaps you could have come along and rescued him...or were in town when he was brought in. Also he has a built-in enemy and is striving to become a Shieldmarshal. Use any or none of this if you want...lol.
| Sarainy Malki |
@Solaria - Thank you for the welcome and kind words.
@Dr. Lendaro - Can never have too many redheads ;)
@DemonMoose - Thanks for the tips! Will make sure to read through them all.
@Uran - I do not mind jumping in either, except I am away all of this weekend and will not be able to post tomorrow and possibly Sunday as well.
The idea of Sarainy coming across you after you were left for dead is good. She is totally a dogooder who would help someone in need, plus has healing magic so could patch him up. It isn't her style to make Uran feel like he owed her anything for the assistance. Plus having just traveled from Varisia she is totally new to the region, making friends would be high priority.
| GM Demonmoose |
The gnome Uran shakes his head as he gets up from the ground. His memories are a little fuzzy, but he recognizes the area as just outside Torch, likely a mile away. Memories of an underground cave and complex as well as fire beetles and other dark denizens spin around his mind, but they quickly fade.
Dusting himself off, he checks his possessions and sees them all there, looks at the town of Torch in the distance, and starts to make his way to it. Before he gets there, however, Uran sees a female human with red hair appraising him.
"Are you okay?" He thinks she says. He shakes his head trying to fix his hearing. "What in Sarenrae's name is that?" She points behind him.
And you may roleplay now.
| Sarainy Malki |
| Uran Folker |
Still feeling unsteady, Uran slowly gets to his feet.
How did I get here...and where is here? Who is this human...and what is she pointing at??
He turns around to see what she is pointing at.
| GM Demonmoose |
Sarainy and Uran see a pair of undead humanoids with metal attachments. The undead monstrosities look very different from one another. They both have a metal drill arm and metal jaw, but one has tubes that oozes a clear gas, and the other has a third leg. Dirt and metal debris fall off of them into newly disturbed ground.
Augmentation: 1d11 ⇒ 2
Augmentation: 1d11 ⇒ 11
Uran Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Sarainy Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Rust Risen: 1d20 + 5 ⇒ (14) + 5 = 19
The creatures are 15 feet from Uran and 25 feet from Sarainy. It is Uran's turn.
| Sarainy Malki |
Monster Lore Knowledge (Religion) +7: 1d20 + 7 ⇒ (1) + 7 = 8 (2 ranks + 3 class skill + 2 bardic knowledge)
Running up behind Uran she calls to him again, "Quickly man, on your feet and fight!"
Making sure he is not gravely wounded, Sarainy starts a song-prayer to Sarenrae.
"आप प्रशंसा के साथ अपने दिल भर जाएगा,
में धन्य है सूरज की रोशनी करते हैं।" she finishes by laying her hand upon him and casting Heroism.
The blessed are in Sunlight."
Move action = Move next to Uran, behind him so he stands between the undead and herself.
Standard action = Cast Heroism on Uran. Duration 40 minutes, +2 moral bonus on Attack Rolls, Saves and Skill Checks.
| Uran Folker |
Still addled from the assault earlier, Uran grabs his pepperbox rifle and fires at the closer of the two creatures. The barrels clank as they rotate.
Attack-Ranged touch: 1d20 + 9 ⇒ (19) + 9 = 28 deadly aim -2/+4, PBS, Heroism +2
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
| GM Demonmoose |
Sarainy thinks that they are some kind of zombies.
Uran feels stronger as Sarainy's magic surrounds him.
Uran blasts one of the zombie creatures. It remains standing. They move with surprising speed for their undead bodies and move to attack both of them. The one with the tubes tries to bite into Sarainy, while the one with the third leg stabs at Uran with its arm drill. The zombie with the tubes short circuits and its head stops inches from Sarainy's face. Uran manages to duck out of the way of the drill.
Arm Drill: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 3 ⇒ (1) + 3 = 4
Metal Jaw: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 3 ⇒ (4) + 3 = 7
Malfunction, 1%: 1d100 ⇒ 27
Malfunction, 1%: 1d100 ⇒ 93
Sarainy and Uran's turn.
| Uran Folker |
As the nest barrel clunks into place, Uran takes a step back and fires at the undead monster before him.
Attack-Ranged Touch: 1d20 + 9 ⇒ (2) + 9 = 11 deadly aim -2/+4, PBS, Heroism +2
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
| Sarainy Malki |
Slightly taken back by their speed and ferocity, Sarainy also steps away from the 'zombies', drawing her bow as she does so.
"Heavens above, these things are vicious!"
An arrow flies from her bow at the same zombie that Uran shot. If it still stands she shoots it again, otherwise her second shot is at the remaining creature.
Composite Shortbow: 1d20 + 7 ⇒ (15) + 7 = 22 +1 adaptive (+2) composite shortbow, point-blank shot +1 attack and damage, rapid shot -2/-2, cold-iron arrow
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Composite Shortbow: 1d20 + 7 ⇒ (15) + 7 = 22 +1 adaptive (+2) composite shortbow, point-blank shot +1 attack and damage, rapid shot -2/-2, cold-iron arrow
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Free Action: 5ft. step
Full Action: Rapid-shot
Did I do something wrong, making it give me the same numbers? Or was it just randomly the same to hit and damage values for both?
If I did something wrong please feel free to make the second rolls again for me in your reply Demonmoose! Then let me know how to prevent that ;)
| GM Demonmoose |
That's what the roll says. Probably just coincidence. Your damage was different rolls.
Uran blasts one of the undead but the bullets scatter around it harmlessly. It starts to move its iron jaw as though it is laughing.
Sarainy fires at the two zombies. The first is struck in the face between the eyes. It suddenly collapses in a heap of flesh and metal to the ground. She shoots the second in the chest. It remains standing.
The ground rumbles behind you and two more of the creatures burst up crawl from the ground.
The wounded one moves up to Sarainy and tries to bite her and stab its unmoving drill into her body. Its metal jaw rips into her side leaving teeth marks.
Metal Jaw: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 3 ⇒ (1) + 3 = 4
Drill Arm: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 3 ⇒ (5) + 3 = 8
Sarainy and Uran's turn. Rust Risen B (7, adjacent to Sarainy), Rust Risen C (0) and Rust Risen D (0). New zombies are 20 feet away in the opposite direction.
| Uran Folker |
With another clank, the barrels of the rifle turn and Uran fires another blast at the zombie attacking Sarainy.
Attack-Ranged Touch: 1d20 + 9 ⇒ (9) + 9 = 18 deadly aim -2/+4, PBS, Heroism +2
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
| Sarainy Malki |
Recoiling in both pain and fear, she dodges away from the zombie once more.
"Nice friends you got here, stranger. Think we could outrun them?" Taking a shot at the zombie in front of her she adds "At least until we get to the town up ahead!"
Sarainy lets loose another arrow, her eyes glancing towards the town. She tries to make an estimate of how long it would take them to reach it.
Same as before, rapid-shots either both at Rust Risen B, or should it die at Rust Risen C.
Composite Shortbow: 1d20 + 7 ⇒ (7) + 7 = 14 +1 adaptive composite shortbow, point-blank shot, rapid shot
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Composite Shortbow: 1d20 + 7 ⇒ (7) + 7 = 14 +1 adaptive composite shortbow, point-blank shot, rapid shot
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Free Action: 5ft. step
Full Action: Rapid-shot
How odd, it again did the same attack rolls and different damage rolls. I'm going to spam the rolls below a bit just to test, please ignore these.
Composite Shortbow: 1d20 + 7 ⇒ (4) + 7 = 11 +1 adaptive (+2) composite shortbow, point-blank shot +1 attack and damage, rapid shot -2/-2, cold-iron arrow
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Composite Shortbow: 1d20 + 7 ⇒ (17) + 7 = 24 +1 adaptive (+2) composite shortbow, point-blank shot +1 attack and damage, rapid shot -2/-2, cold-iron arrow
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Composite Shortbow: 1d20 + 7 ⇒ (18) + 7 = 25 +1 adaptive (+2) composite shortbow, point-blank shot +1 attack and damage, rapid shot -2/-2, cold-iron arrow
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Composite Shortbow: 1d20 + 7 ⇒ (15) + 7 = 22 +1 adaptive (+2) composite shortbow, point-blank shot +1 attack and damage, rapid shot -2/-2, cold-iron arrow
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Composite Shortbow: 1d20 + 7 ⇒ (13) + 7 = 20 +1 adaptive (+2) composite shortbow, point-blank shot +1 attack and damage, rapid shot -2/-2, cold-iron arrow
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Composite Shortbow: 1d20 + 7 ⇒ (17) + 7 = 24 +1 adaptive (+2) composite shortbow, point-blank shot +1 attack and damage, rapid shot -2/-2, cold-iron arrow
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Composite Shortbow: 1d20 + 7 ⇒ (9) + 7 = 16 +1 adaptive (+2) composite shortbow, point-blank shot +1 attack and damage, rapid shot -2/-2, cold-iron arrow
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Composite Shortbow: 1d20 + 7 ⇒ (15) + 7 = 22 +1 adaptive (+2) composite shortbow, point-blank shot +1 attack and damage, rapid shot -2/-2, cold-iron arrow
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Pure coincidence I guess!
| GM Demonmoose |
Uran blasts a hole in the center of the Rust Risen, but it continues to move. A mix of ruptured entrails and machine parts falls out from the wound out of the creature's back.
Sarainy fires shots that manage to hit their marks. The first stabs into the Rust Risen's eye, it stops moving and falls down. The second arrow lodges itself in the zombie's neck. A putrid black ooze leaks from the wound like a slow running waterfall.
Forgot the augments.
Augment C: 1d11 ⇒ 5
Augment D: 1d11 ⇒ 9
Rust Risen C has a metal gun-like protrusion that comes out of its non-drill hand. Every few seconds a small burst of fire, the size of a shortsword's blade extends from the gun. Rust Risen D's other hand is replaced with a revolvable attachment of tools. It doesn't look particularly harmful.
The two zombies move close to Uran and Sarainy. The first swings its flaming appendage at Sarainy. The flame burns lengthwise across her forearm, leaving a black mark and the smell of burnt flesh. The other one tries to bite at Uran with its metal jaws. It bites into his hair and nothing else.
Laser Torch, touch, at Sarainy: 1d20 + 5 ⇒ (14) + 5 = 191d10 ⇒ 8
Metal Jaw at Uran: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 3 ⇒ (6) + 3 = 9
Rust Risen C (8) and Rust Risen D (0). Uran and Sarainy's turn.
| Sarainy Malki |
I calculated my health wrong, forgot about the +1's so I am at 18/30 not 15/27.
Also, not sure if you missed it Demonmoose, but how far does Sarainy estimate us to be from Torch at this point?
Seeing how I asked Uran questions, I'll wait for his reply to continue, depending on what he wants to do.
| Uran Folker |
As the barrel clanks once again, the weapon now spent, Uran calls in agreement.
"Might be an idea. Get going and I will try to keep them off you." he calls as he disengages from the zombies and moves towards her.
Uran will disengage and move forward (running 60'), where he will take an action reloading his rifle, and will fire the next round.
| Sarainy Malki |
Pain shoots through Sarainy as the laser torch chars her arm. Nodding in agreement to the plan, she wordlessly makes a break for it.
Heading towards the town, she looks around for any guards or people able to help them.
Perception +6: 1d20 + 6 ⇒ (1) + 6 = 7
Full Action: Withdraw, moving 60' towards Torch alongside Uran until he pauses, where Sarainy will continue running and looking for assistance
| GM Demonmoose |
You are about half a mile from the town.
After running for a while, you notice that the zombies are not following you. You find a member of the town watch. She says, "Sorry, we're supposed to stay in Torch, if it comes here we'll help you out, but otherwise..." She shrugs her shoulders and twirls her spear, looking out at the expanse of wilderness outside of the town.
Battle is over. Now that you are in Torch what do you two do?
| Sarainy Malki |
Scowling slightly at the guard, Sarainy turns to Uran, "Are you alright? I can patch you up if need be."
"स्तुति सुबह की पहली किरण के लिए किया जाना है।", she casts Cure Light Wounds on herself.
Cure Light Wounds: 1d8 + 4 ⇒ (8) + 4 = 12 hp healed
Will have to get someone to fix these clothes...
"The name is Sarainy, by the way," biting her lip she adds "What were those things, do you think they were after you?"
| Uran Folker |
Uran, puffing from the run to town, shakes his head.
No, I do not seem to be harmed. My name is Uran, and I have no idea what those creatures are! Maybe they were sent by the emissary, but I doubt it. He thought me dead when he left me in that ditch. Good thing you showed up when you did, or those creatures would have made an easy meal out of me! My grateful thanks, m'am!"
| Sarainy Malki |
"No problem at all, Uran," Sarainy smiles at him "I don't know about you, but after all that I could very much use a drink! Come let us find a tavern and I'll buy you one."
As they head off in search of a local tavern or inn, she asks "So who is this emissary you mention?"
| Uran Folker |
Uran puts the girl off until they are in the tavern, drink in hand.
"Now then, you were asking me about the emissary, right? Well thats a bit of a yarn. You see, I am from the Grand Duchy of Alkenstar, far to the south of here. I worked at the Gunworks as an engineer and inventor, with a vision of joining the shieldmarshals, the primary law in the city. Well to make a long store short, the Emissary was from the Technic League and they were interested in opening trade with Arkenstar. At first they spoke of only some of our clockwork trinkets, but soon it became apparent they were wanting our firearms. We normally do not have trouble selling a small amount of weapons to other countries, but they were looking for a large amount of firearms, and some of our most advanced designs. They were told what we had available, but in secret they were searching for someone who would sell them designs and schematics. You see, we believed that they wanted to start building their own firearms using our advanced designs. As I worked with some of these designs, I was approached by the Shieldmarshals and asked to pretend that I was not happy working and would be willing to sell the designs.
Well the ruse went well, maybe too well because the emissary decided to bribe me to leave my position with the Gunworks and travel north, with the stolen designs, and help setup a new foundry for the Technic League. Well this was a opportunity that the Marshals could not pass up. Not only would they now have a spy in the Technic League, but I could sabotage their production and send reports back on any breakthroughs they might make.
So I was made a deputy and sent off with the emissary and his group. Unfortunately it looks like someone in the Marshals betrayed me. The emissary received a message just before we arrived here at Torch and within minutes I was dragged before him. They tried to torture information from me...I really don't remember much, but for some reason they left me for dead. That's when you showed up, I suppose.'
The gnome take a great quaff of his drink and settles back into the overly large chair.
"So there you have it...my life story. I just hope I get a chance to even the score with that man before I head back south. So tell me, what are you doing here?"
| Sarainy Malki |
"That is quite a story Uran," Sarainy leans back on her chair considering the situation. "Do you think we are still in danger here, from the emissary - or those undead?"
"I am here mostly on travels, looking for adventure. Not heading anywhere in particular, perhaps to Mendev... my father was a crusader. Then again, perhaps to Starfall. I would love to gaze upon Silvermount."
Pausing to reflect for a while, she stops and says nothing. A few minutes pass, and finally she breaks from her stupor.
"How about you, what is your next plan of action?"
| Uran Folker |
"I think the emissary has returned to the Technic League. The plans he got will not work, so I am not worried about that. I fear this League may gain the knowledge to create weapons we would rather not see wielded on this world! I am not sure what to do. I was deputized by the Shieldmarshals to discover what this group was up to. For now, just rest and recover...and maybe see if we can do anything about those undead outside the town. I do not like leaving a fight unfinished!"
| Sarainy Malki |
Okay, thanks Demonmoose!
"Oh, that is reassuring to hear, at least we will not have to watch our backs constantly while we are here... though they do sound a dangerous lot."
I guess this is a good place as any to settle down for a week or so... Perhaps smaller than I would of liked, but it will do.
"Good plan about the undead. They took us by surprise before, but next time we can prepare for them," with a quick glance about to make sure they aren't being overheard she adds, "It isn't very reassuring that the local guards won't help though!"
With a sigh, Sarainy downs her wine and stands up.
"Still maybe someone in town knows more - I need to get this tunic sleeve sewn, so can ask around while out and about. Meet back here in the common room in the morning?"
She heads off, in search of a tailor and local rumour.
Sarainy will try to coax any knowledge about these undead from the locals, loosening their tongues with stories and tales of monsters in far off lands being slain by great heroes of legend.
Gather Information, time: 1d4 ⇒ 4 hours
Gather Information: 1d20 + 10 ⇒ (1) + 10 = 11 Versatile Performance (Oratory +10)