GM Shady's Price of Immortality (Inactive)

Game Master shady18

Current date: Kuthona 6, 4710 AR; XP - 1437 each; Roll20 link

The arc starting with the level one module, Crypt of the Everflame. All going well, we'll tour the sequel modules Mask of the Living God and City of Golden Death, then figure it out from there.


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Hi - this is open to those people invited to the campaign.

I'm going to open this up while people build out their characters. It will take me a few days to pull over material from the previous campaign to this one and to get going. We can use that to firm up the characters in question and to line up how the new party is going to enter.


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

Hi all,

Goldi and truffles here, I brought some of my mom's cookies so dig in, before truffles eats them all


greater magic fang HP: 20/59 - AC: 25 / T: 10 / FF: 22 - Fort: +8, Ref: +6, Will: +4 - CMB: +9, CMD: 20 (24 trip) - Speed: 40 - Perception: +6 (scent, Low Light) - Init: +0

snort? snort?

boar talk:

cookies? where?


From the recruitment thread:

Zin Z'arin wrote:
Since you're opening this up to non-Core classes, and the new party will be coming in mid-way through, what's the adventure hook? Presumably no longer the mentors in town?

Basically the old party has been ambushed by the roaming undead that now haunt the crypt; one is still trapped there and one has managed to escape - though badly wounded. The fate of the others is unknown. A new party will be travelling through the forest and come upon the wounded survivor, and (hopefully!) elect to investigate. I may create an NPC member of the new party who will stay behind to tend the survivor.

We'll have to do a little set up on how the new party got together and got there, but it won't have come from Kassen. So no requirement for mentors and we can remove the restriction on core classes.


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

I already made goldi from Kassen and with a mentor though


Goldilocks "Sugarsnap" wrote:
I already made goldi from Kassen and with a mentor though

I think that's kind of OK but she would have missed out on the selection. I want to maintain continuity with the previous campaign. I'll adjust the prologue to introduce her and (for that matter) Jaer, who I think will be the survivor. I can have her come across the survivor and call for help.


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

depending on how far from Kassen the survivor is found, I think being bummed about not making the selection she went in the woods with truffles to "clear her head" and find Olmira.

then she stumbles on the survivor. (just tossing ideas about)

she may even know them also.


Goldilocks "Sugarsnap" wrote:

depending on how far from Kassen the survivor is found, I think being bummed about not making the selection she went in the woods with truffles to "clear her head" and find Olmira.

then she stumbles on the survivor. (just tossing ideas about)

she may even know them also.

The survivor is going to be near the crypt, which is a couple of days from Kassen. But generally I can see that story working.


I have another confirmed, so we are at:

Ka'narg (ranger from the original party)

+ druid
+ rogue (I think, or that is what I've suggested)
+ magus
+ alchemist

Looking for one more (have a couple of interested parties but am holding open a little longer).


I've started moving background information over from the previous campaign. I will rewrite the prologue and provide a summary of the story so far, some time tomorrow.

I'll also work on a draft opener for the reboot as we have the various players post here. Hope to get the campaign restarted by the end of this week.


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Howdy - everyone's favourite half-orc ranger here, hoping to one day be rescued :)

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Morning from the magus. Does the alchemist have a back story yet, I'm thinking a little professional rivalry might develope/exist...

E

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

The alchemist is almost finished, only needing to pick gear (which is also almost finished) and traits/extracts.

Feel free to check backstory and tell me, having interlinked backstorys always rocks.

Silver Crusade

This is your new rogue dotting in, but I haven't built the character or alias yet. Back later with all of that. :)


So, I'm going to propose this:

- Goldi, dismayed by not being chosen for the quest, retires to the forest for a while to come to terms with it
- Having spent a couple of days, curiosity gets the better of her and she travels to the crypt to see what's happening
- She finds Jaer, desperately wounded, having made her escape from a battle in the crypt. She calls for help.
- the new party - made up of 5 parties including an NPC - is on its way to Kassen to join the festival that happens when the party returns from the crypt. They hear Goldi's cries and go to investigate.
- we'll pick up the story at that point. The NPC will remain with Jaer to tend her wounds.

OK?


One other thing - please build for average starting wealth. There will be some adjustments to bring you in line with the story but I will make those once we have the character builds.


I've filled in the "Story so Far" section of the campaign resources. It contains a (spoiler heavy) summary of the action so far.


We have a cleric joining. Once I have all the backgrounds, and I've checked the character sheets, I will modify the intro and get the campaign going.

Please post when you think your character's ready.


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

goldi is ready


Masculine (He/Him) Software Engineer

Cleric- to- be here. I see a familiar boar


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

yes you do. this was the character I originally had then liked her so I made her for PFS as well.

I have a few other characters like that. I try them out in PbP games and if I like them I create them for PFS play.


Masculine (He/Him) Software Engineer

On vacation so I can't hammer anything out for sure, but I'm trying to figure out how to provide some extra healing while still being fun (for me). My last attempt at a non-Oracle straight divine caster fizzled out.

The GM suggested Cleric or at least Paladin. I told him I would do Cleric or Oracle.

This is a rough draft list of what I've been brainstorming so far:
* Dwarf Cleric or Warpriest. Downside is getting very many channels is expensive (via feats or point but due to Con penalty)
* Dwarf (or Half-Elf) Cleric/Barbarian. Possibly using Unchained Variant Multiclassing to satisfy Rage Prophet requirement and go that route long term (is this campaign even planning to run last level 3 or 4?)
* Half-Elf Spirit Guide Oracle, Barbarian, then Rage Prophet

I'm also considering using Variant Multiclassing to sprinkle in either extra healing or extra martial prowess if I go one of the more pure- class paths.

Any thoughts or suggestions?

As I said, I won't be able to hammer anything definite out for a couple days. Probably.


Please don't use Variant Multiclassing. By and large, assume most of Unchained isn't available, apart from the versions of the classes (which are preferred). Also - and I think this came up in the original recruitment thread - treat Hedge Magician, Natural-Born Leader, and Rich Parents as off limits for traits.

To answer the other question, the initial trilogy goes to about L6/7. I may run scenarios in between the "main" ones to get players to the right level (with 6 players the XP just gets you to L2 somewhere near the end of the first module; I have one in mind for getting the players to striking distance of L3 for the second one). If everyone else is OK with that, it's my preference to do it rather than just auto-level at the end of a scenario.

After the third module my intention is to keep running standalone modules and somehow joining them into an adventure path (of sorts) if the players are up for it.

I would say - and you're probably already aware of this - this module is probably difficult for 4 L1 characters but shouldn't be so for 6. I'm not by nature a PC killer so I'd prefer you optimised for RP rather than worry too much about optimising anything else.

Not a problem to wait a few days on the builds.


Masculine (He/Him) Software Engineer

Noted. Thanks for the info, GM


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Here is Jarif Selvaunt. I need to add his equipment and background; both will be done shortly.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Okay, it's all up now. A couple of questions:

Encumbrance: how is this run in this game? I'm at Light right now, but I'm not strong, it wasn't easy to get there. Is this important? If encumbrance is loose, I will probably add a bit more camping/travelling equipment.

I was playing with the idea of building Jarif as a Knife Master wielding two daggers (or kukris, ideally, but I couldn't find a way to get the proficiency) instead of short swords, but I'd lose the ability to disable magical traps due to the archetype swapping out Trapfinding. Since it was suggested that I play a rogue, I thought I'd check first to see if that breaks my role in the game. If not, I think Knife Master fits my image of an older guy who doesn't look too threatening.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Looking around at everyone's strength score encumbrance might be an issue until we stumble upon Ka'narg

"thanks for rescuing me, I thought I'd be in there forever!"

"Yeah yeah yeah, hold all this will you"

We might have to set up a base to keep our camping stuff?


Ehlers Danlos wrote:

Looking around at everyone's strength score encumbrance might be an issue until we stumble upon Ka'narg

"thanks for rescuing me, I thought I'd be in there forever!"

"Yeah yeah yeah, hold all this will you"

We might have to set up a base to keep our camping stuff?

I generally allow a swift action to drop the backpack - my suggestion is to list the character stats with the backpack dropped. It only tends to becomes an issue where the characters are having to, for example, climb through difficult terrain, along ledges etc (Climb and Acrobatics). There's an example of that getting down to the crypt but I'll probably bypass it this time for expediency.


Jarif Selvaunt wrote:

Okay, it's all up now. A couple of questions:

Encumbrance: how is this run in this game? I'm at Light right now, but I'm not strong, it wasn't easy to get there. Is this important? If encumbrance is loose, I will probably add a bit more camping/travelling equipment.

I was playing with the idea of building Jarif as a Knife Master wielding two daggers (or kukris, ideally, but I couldn't find a way to get the proficiency) instead of short swords, but I'd lose the ability to disable magical traps due to the archetype swapping out Trapfinding. Since it was suggested that I play a rogue, I thought I'd check first to see if that breaks my role in the game. If not, I think Knife Master fits my image of an older guy who doesn't look too threatening.

See my other answer on encumbrance; I do follow it but it doesn't tend to be an issue in combat. On the traps, I can't honestly remember whether there are magical traps in here - all the ones so far have been mechanical - but I think you generally need *someone* who can handle magical traps so it may well break the role. I'll let the other party members butt in though.

Should also add, Roldare's hide-out can be used as a base within the crypt and a place to store camping equipment; going back there allows some role playing also. I was assuming that would be the case when we got to nightfall on the original campaign, around the time the first level was complete.


GM Shady wrote:
I've filled in the "Story so Far" section of the campaign resources. It contains a (spoiler heavy) summary of the action so far.

I've added to this and cleaned it up, so if you already read it, it might be worth another look.

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar's loaded and stocked! I must say that crossbow's are reeeeeally expensive. Not as much as firearms, but still. Had to drop my Gunsmith Kit and Morningstar backup to fit it.

On a totally unrelated note: I am really excited!


Masculine (He/Him) Software Engineer

Settled on the Dwarven cleric. Might do some multi-classing to get the concept to be what I want down the road, but we'll see.

Presuming we will have some opportunities to rest, I think 3 channels a day should get us by until level 3 when the cleric can take Extra Channels. Otherwise he will take it now instead of Steel Soul *sniff*.

Alias coming tomorrow or the next day.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Depending on what shady has up his sleeve that should do it, with spells as a backup.

I've just got to write up Ehlers' spell book and then he's ready to roll to.

I don't think there'll be a logical backstory link between Ehlers and Robilar, I was imagining an investigator style alchemist. But we'll see what develops eh!

E


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Do we have any thoughts as to how these new characters have met/will meet on the way to the Crypt?


- INACTIVE - (GM abandoned game)

caps here.

By the way, can we use Google Slides for maps instead of roll20? I do my posting almost exclusively from my phone. Google Slides is great for that--roll20 is *terrible* for that.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:
Jarif Selvaunt wrote:
Do we have any thoughts as to how these new characters have met/will meet on the way to the Crypt?

Elhers is in the area to investigate... Something.

I put a little bit in my background section but I don't know if it fits with what Shady had in mind.

E


Haska Graniteheart wrote:

caps here.

By the way, can we use Google Slides for maps instead of roll20? I do my posting almost exclusively from my phone. Google Slides is great for that--roll20 is *terrible* for that.

I'm already up in roll20 for this campaign and use it for about 7 campaigns here so won't be shifting, I'm afraid.


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

Do you want to open a game-play to dot?


Goldilocks "Sugarsnap" wrote:
Do you want to open a game-play to dot?

Not yet, if it's OK. I'd like to get the intro lined up and run from there.


Could you please confirm your characters are finalised. I'll check them at the weekend and get kicked off then.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

All done.


- INACTIVE - (GM abandoned game)

I think Haska is also ready

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Have just realised Extracts known and prepared are missing. Will do them today after my final!


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

godi is ready


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif is ready.

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar's ready!


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

I am good to go whenever :)


OK everyone, I will kick off gameplay tomorrow. Expect to see the rewritten prologue, at least, tonight.


- INACTIVE - (GM abandoned game)

Sounds good.


Rewritten prologue is up (now incorporates Goldi and Jaer). Gameplay will be opened later this evening.

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