GM Arkwright's Rise of the Whatlords (Inactive)

Game Master Arkwright

Battle Map


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Dot


Hey, fellas.

Time to sort out character creation. Have a look at my rules, if you'd like to run things by me then go ahead, if you'd like to team up with someone and pair your characters mechanically or backstory-wise or both, feel free.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Looking to make something of the arcane variety, perhaps a transmuter wizard.


Soudns great.

Quick note everyone, while again you're welcome to team up when designing characters, no need to go crazy with it; if you're missing a role, I'll make it work regardless, rather than force someone to play something they don't want to or drag out game start for too long.


When you've made a profile, please dot in Gameplay so I can check up on you all and track progress.


M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

All right, I should be good to go.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

Ditto.


Quee: Done
Malen: Done
Ko'kori: Done

Waiting on: Loup and Xappa


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

Since they have not responded, do you plan to open recruitment again or begin with 3?


Since I haven't explicitely said 'get this in promptly or you're out', I'll have a last chat with them; if I don't get anything satisfactory, I'll recruit one more person and start.

Liberty's Edge

Kingmaker Exploration Map

Thanks for the invite! so it is a fighter, a summoner and an inquisitor, right?
What is more needed?
Ranged (Ranger), Healer (Oracle? cleric?) or skilled (Rogue? Bard?)


Join us on skype and find out. Also, follow the link under campaign info.


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

How does this looks like?


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

Now that I visualize Joshua, I think I will change his Performs. Instead of Oratory and Dance (boring!), make him a jazz trumpet player (awesome!)
So change them to Sing and Wind (Trumpet).


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

Updated the profile with the perform changes.
I also link the PC Gen Character Sheets:
Carrying his backpack (medium encumbered)
After dropping his backpack (light encumbered)


M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

Just a heads up, I'll be out of town this weekend so feel free to bot me as needed if you guys want to start playing.


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Finally posting into the thread here--sorry it's taken so long, I forgot that I should probably post here as well as on Skype.


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Well, I'm not sure what the problem is, but I seem unable to post in the Gameplay thread--every time I hit submit post it acts like I'm trying to preview. This has happened to me before, a while back, but I'm not sure what causes it. I'll keep track of things and post as soon as I'm able.


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

it is working for me...


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3
Joshua Tansden wrote:
it is working for me...

Same here.

If you're posting from mobile, try from a desktop and see if that helps.

Looking forward to getting this show on the road.


Alrighty, let's see.

@Kjell- yeah I've had the same problem; I think changing browsers or waiting an hour or two fixes it.

@Joshua- sheet approved.

So, just to sum up.

Quee: Done
Malen: Done
Ko'kori: Done
Kjell: I need backstory in your profile
Joshua: I need backstory in your profile.


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

What about:
His mother was a great Varisian singer, travelling with her caravan from town to town, city to city, delighting audiences whenever she went. And one night, i a small town, she met a handsome and very talented musician to which she feel in love immediately, in a night of passion and celestial love. She never saw him again.
9 months later Joshua was born, with an angelic smile, rainbow colored irises, platinum blonde hair and an glistening ebony skin. The village elders knew they had an azata-blooded aasimar in their mist, and made the village love and protect him.
Joshna grew to become an accomplished singer and musician, but he also wants to explore the world, learning about the "old times" of the Thassilonian empire, an itch he has got since visiting some ruins a lifetime ago. Now that everyone in his caravan that knew him as a child has died he has bide farewell to them and move on, looking for a new life in a different place.
So he shaved his hair, don his Human Guise cape, and started his new life.
What about the Stolen Lands to start it?
Added to the profile.


@Joshua- Works, but can I get some Personality for him? How he feels about his village, his father, his ambitions and suchlike?

Kjell, still need stuff from you.


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

Ohhh, got it... I forgot to write that part.
Basically jovial, free and merry.
He wants to walk the earth, see the sights, and, more than anything, love the women.
He was born under a wandering star, and is his time to start wandering.
His ambitions could be summarizing in one of his songs...
"I've been up and down the four corners of this big old world.
I've seen it all and I've done it all.
I've fought many a good man,
and I've laid many a good woman.
And what I want to do now,
is to find a new dawn!"


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Sorry it took so long to get it in the profile, I've been working on it the past few days. I'll post it below and it's also in the profile. If you'd like any more, just let me know.

Background:
Kjell Amundsson was born to a priest of Erastil in the city of Jol, the capital of the Linnorm Kingdom of Southmoor. From a young age Kjell showed promise as a warrior and hunter, displaying a particular talent with the longbow, and his father believed the boy to be another son of a family blessed by Old Deadeye. Still, Kjell was a somewhat rebellious young man, and didn't take to studies in the temple as smoothly as his father hoped. He certainly didn't seem to take after his older brother Stigr, who served as an acolyte from a very young age; Kjell much preferred practicing archery, going on days-long hunts into the moors or the edges of Grungir Forest, and raising trouble with his friends. By the time he was sixteen, Kjell had proven himself a capable young man with a complete lack of guidance, and though he served with the guards of Jol for a season, he seemed more or less uncontrollable.

In reality, the lack of guidance was Kjell's largest problem, both externally and within his own mind. He was aimless, beset by wanderlust without understanding the feeling, wanting to make a difference without knowing how, and uncontent except for the times he lost himself in the hunt. It was on one such outing into the Grungir Forest that he felt the world shiver: the air fell still, the birds fell silent, and the entire forest seemed to be watching. Fearing one of the fey that patrol Grungir's borders, the young man nocked an arrow and spun, only to see a stark white elk staring at him from across a small glade. Perched on the elk's antlers was an osprey, come further inland than Kjell would have expected of such a bird, and the three stared at one another for an eternity, Kjell's heart pounding in his chest. Finally, the raptor flapped its wings and flew to Kjell, who instinctively raised his arm. The bird easily settled on the young hunter's arm, its talons carefully avoiding his flesh. As the bird cocked its head and cried, Kjell looked back up to see an empty field.

The osprey remained with Kjell, who discovered a silver symbol of Erastil clutched in one claw, and that night his dreams gave the young Ulfen the guidance he so desperately craved. The osprey seemed to speak to him, to whisper the word of Erastil in a way his father and other priests had never made clear. It spoke of trials, of heroes and villains, great monsters to be overcome and divine missions to be carried out. And it spoke of the south, where these things would be done; a land of adventure, a proving ground where Kjell could become a great hero of the frontier lands, defending those in need and learning what it was he had to do. He awoke in a sweat, a rush of purpose and a sense of belonging sweeping through him. He rode south from Jol, not even returning to the city for provisions or to tell his father where he was headed. Erastil would provide, and evil waits for no man.

The first few years were difficult. Kjell wandered the Southmoors for some time, making his way through the Nolands and coping with bandits. His journey was delayed by a new sense of righteousness and dedication, and more than once Kjell joined an errant caravan or group of travelers to defend them from the barbaric tribes of the region. He also grew to understand the dangers posed by the giants who occasionally roamed the land, and began studying both how to avoid the creatures as well as how to slay them. After four winters of assisting travelers and putting down threats, living off the land and learning more about Erastil through dreams and small guidances provided by the mystical osprey, which took the name Arne, Kjell felt it was time to finish heading south. He saw one more group through to the safety of the civilized Southmoors and then rode for Varisia.

Now, Kjell has made his way to Sandpoint, a small frontier town that seems a hotbed of turmoil and potential dangers to be averted. Between the goblin tribes, Sczarni bandits, and giants that roam the countryside, and the lack of wide-reaching law enforcers or protectors of the people, it seems clear to Kjell that he can make a difference in this land. With his bow, equipment purchased and gifted from various caravans, and his supernatural guide, Kjell Strongarm is here to assist the people, defend the weak, put down the wicked, and do what he can in the world.

Kjell stands tall and lean, with coarse brown hair and a full beard. He wears simple clothing with fur that denotes him as a northerner, and more often than not sports the dirt and dust of the road. He is almost never without his osprey familiar, Arne, who typically perches on his shoulder or arm, or is flying overhead. He is also rarely without his bow and arrows--while he keeps multiple quivers slung on his horse's saddle and bags, Kjell also keeps at least one quiver on his person whenever dismounted.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

GM, are you waiting on us? At the moment, it looks like players are waiting for the next phase of the event to ensue.


Sorry, in the middle of exams, last one is tuesday; next post might take a bit.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

Are you in the middle of a move? Just concerned with no check-in so close to the start of a game.


Writing up the post now.


For initiative, you go in blocks, and don't need to worry about your order within that block.

For example; say the order was Quee and Ko'Kori, Goblins, Kjell, Joshua and Malen.

Quee and Ko'Kori could go in any order. After the Goblins have had their turn, Kjell, Joshua and Malen can go in any order.


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

I need to do a couple announcements.
---
I will be out this weekend at a great place so I won't be able to post much (or at all). I will be back on Sunday night. Please bot me if needed.
---
I participate in a "Gaming Community" I learned of on the Paizo Forums, and they are recruiting. So if you are interested, I recommend them fully. Here is their Recruitment post:

Quote:

Greetings Gamers!

Woldiangames.com is excited to announce that we are starting a new ongoing game in our campaign world/gaming community! It is called Lakeview Passage. This game will take place in The Floating City, a 6 level city that floats in Turtle Lake. Surrounded by one of the seven magical forests, The Crying Woods, it is the epitome civilization surrounded by its polar opposite: a forest that hates all animal life and signs of civilization. The Big Float has been suffering lately with various difficulties in importing all the necessities of life for 70,000 citizens. Can an adventuring group from Lakeview Passage of the Fence Level make a difference for their neighborhood and even the city at large? Only time and adventure will tell.
To see the campaign material for The Floating City go to: HERE.
To see information on the Crying Woods go to: HERE.
To see the main website entrance go to: HERE
The Wold is here to stay! We are not one of those games or sites that will disappear just as you are getting interested in the game and your character. So if you’ve been looking for that quality game that does not go away, we’re your site!
The Wold is a Fantasy Campaign World [using the Pathfinder gamesystem], that originated in the early 1980's. It went online in 1997 and it has evolved into a very large website with several hundred pages of campaign information.
We currently offer 8 permanent ongoing games and many other pickup games for those members who want more. Play by post occurs on our self-made java programmed message boards with their own dice mechanisms, and auto-archiving features. We offer a Message Board called The Giggling Ghost where our gamers can chat "in character" and head out for various “pick-up” adventurers. There is also a private board that allows the players to talk and discuss just about anything in an "out of character format." These boards helps us create that all important sense of community and friendship which is a part of any good group of gamers. Also added is a board called The Catacombs where all character shopping occurs and The Black Genie Center where all Woldians may go to help develop new original material for our campaign world.
To visit the Games Page to check out the ongoing games, go to: HERE

Hope to see you there!


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

Sorry about that. I looked at the Summon Monster spell instead of the SLA, seeing 1 round/level for my eagle.


M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

Just a heads up, I'm going out of town tomorrow morning, and internet access will likely be sketchy at best, so feel free to bot me if I'm holding things up.

Liberty's Edge

Kingmaker Exploration Map

Hi GM Arkwright!
Can I talk Player to Player here?
I think we have "cornered" ourselves in a tight place here.
The "I want you to face the Big Bad NPC but not defeated it yet" tight place.
Its somewhat common for a GM to what to showcase the Big Bad, so it has more "presence" than only be the "guy we killed at the end of the adventure". But the players have the bad manners to kill him outright, transforming it into the "guy we killed before the end of the adventure".
So one way to do it is to make it much more powerful than the PCs... but now the problem is if the PCs fight him anyway, so they are murdered outright by it (See: Joshua turned into a pincushion).
But many players don't like their PCs only "rolling down and grabbing their knees" when faced with the Big Bad (me, for example) and think their characters, heroic as they are, will try, even if they are utterly murdered.
I think we need a "rollback" here. Look for a way to avoid the PC's being massacred, without making them "surrender" and go the other way, without giving a fight.
What do you think?


Female Human Inquisitor 3 (HP 27/27| AC:18 | T:12 | FF:16 | CMB:6 | CMD: 18 | Fort:+6| Ref:+4 | Will:+8 | Init:+6 | Perc:+8 | Speed 20)

Hmm, looking at the numbers here, I can't tell it's 10 goblins, or 5 with rapid shot.

But given its 10 archers at 18 Dex and PBS that's a 2 BAB. So 10 level 2 archers. That's already a CR 7 encounter.

But the weird part here is the damage mod. Goblins usually don't have strength, and PBS is only 1 Damage. This makes me think they're Rangers with favored enemy human for the additional +4, this means it's five archers with rapid shot and atleast level 5.

Ergo, the encounter is pushing 10+, that's atleast CR+7, well above normal upper limits for encounters, into TPK area.

-Posted with Wayfinder


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

I believe player death as a result of player action is okay. Sometimes, your enemies are beyond your strength. In that case, fight and die or flee and live are choices people make.

Quee has opted for the latter.


This isn't quite meant to be a 'fight and you die' fight; its a 'due to lucky skill rolls you got to this fight one level early and in a bad position.' He ain't the bbg; though when you face him he admittedly won't have these five level 3 rangers with him.

I kinda figured you have reason enough to back down; Sandpoint is burning, and these guys are after a grave and are giving you chances t0 flee. Duty to the living and all that.

If you really want to fight, I might pluck off one or two of the rangers; this is an off the rails encounter, not one in the book, so may have maded it too high.


Is the consensus that you fight?


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

I think the question don't apply to Joshua.


Female Human Inquisitor 3 (HP 27/27| AC:18 | T:12 | FF:16 | CMB:6 | CMD: 18 | Fort:+6| Ref:+4 | Will:+8 | Init:+6 | Perc:+8 | Speed 20)

Yeah I think so.

-Posted with Wayfinder


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Assuming he isn't willing to take Kjell's offer, yeah.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

While the mechanics may indicate Quee's actions should be something aside from attempting to heal Joshua, it is perfectly within character for him.


Okay.


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

So I take we are not going to "rollback" the fight?
In that case, I think Joshua is going to stay dead after it.
Thanks for the chance to game, and good luck.


If you're still interested I'd like to continue. Quee is one round away from getting you around the corner and into the temple with the healers, and I've already brainstormed a few ways for how to continue the plot if kjell fails to convince or force the goblins to leave.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3
GM Arkwright wrote:
If you're still interested I'd like to continue. Quee is one round away from getting you around the corner and into the temple with the healers, and I've already brainstormed a few ways for how to continue the plot if kjell fails to convince or force the goblins to leave.

If the temple with healers was truly that close, do assume Quee took Joshua inside. I was under the impression it was farther.


Well, have a look at the game map. That big grey structure? That's the cathedral; the west side is the front of the cathedral you guys fought your big goblin battle next to. The cathedral with all the priests and healers. You could probably get him around and within sight/help of the healers within this round.

And I believe you may have missed something I said to you.

I'll let you reconsider your action, particularly since by the time you summon your eidolon, the battle will definitely be already decided.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

As per my most recent post here, Quee will take Joshua inside. One turn, two turns, whatever.

Other than the distance to cathedral interpretation, there is nothing for Quee to reconsider. The battle resolving itself before the eidolon is summoned may well be the case. Provoking combat that is beyond one's means has a tendency for negative results. Especially so when it is clear some potential allies aren't keen on joining.

Quee is under the impression it would be safer for him, Joshua, and everyone in the cathedral to turtle inside. He tried to convince the others to avoid the confrontation. It did not work, so this is his next option.


All still here? No one decided to GG and drop out?

Any major concerns you'd like to raise?


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

What is "GG"?
I am dropping out, thanks for the chance to game, and good luck.

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