Heroes of Westcrown

Game Master Moondragon Starshadow

Initiative:

[dice= Mob(s)]1d20 + X[/dice
[dice=Tristain NPC]1d20 + 4[/dice
[dice=William]1d20 + 2[/dice
[dice=Zagarus]1d20 + 2[/dice
[dice=Phaedra]1d20 + 1[/dice
[dice=Jimmy 1]1d20 + 3[/dice; [dice=Jimmy 2]1d20 + 3[/dice
[dice=Corey/Domino]1d20 + 1[/dice


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Dark Archive

Male Human Bard 2
Council Chairman wrote:


Second comment:
If people want to cast spells or do actions prior to going on stage, they need to do those actions during the downtime I provide between acts.
.

My apologies, Id thought i had cast it prior because of the duration...either Paizo ate the pist or i didnt finalize it. If you want ill roll the concentration check on stage.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4
Quote:
Oh, yeah, that's because Tristain posts combat there. Good catch, that would be confusing. Of course now from my post you realize you'll get hit by his whip as well (if he remembers! haha)

Oohh, kinky. ;)


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

Now for something completely different:

How to know what stats are used for: Tomato edition.

Strength: Ability to crush a tomato.
Dexterity: Ability to dodge a thrown tomato.
Constitution: Ability to eat a bad tomato.
Intelligence: Knowing a tomato is actually a fruit.
Wisdom: Not putting a tomato in a fruit salad.
Charisma: The ability to sell a tomato based fruit salad.

How to know if you are a Bard?

If you just tell everyone a tomato based fruit salad is salsa.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

I think we await Tybain, yes?

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map
Tristain the Chalker wrote:
I think we await Tybain, yes?

No. We are waiting on you to administer the whip. Larazod opened his mouth again, and no whips were given.

"So, when I say to begin, that's 2 on Larazod. Every time larazod opens his mouth, 2 lashes. Every time another character opens their mouth, 1 lash."

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

Oh boy, we're close to trial by pleasure!


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

Sir, Sir..., SimmerDownNow

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

Well, the challenge rating doubles for Act 3 relative to Act 2. Plus, giving Corey Mage Armor made Act 2 rather easy for him.

I didn't really pay close attention because that essentially prevented him from being in danger. I almost wonder how 8 whip attacks combined with the failed Fortitude saves if he would have gone unconscious without the mage armor.

Dark Archive

Male Human Bard 2
Council Chairman wrote:

Well, the challenge rating doubles for Act 3 relative to Act 2. Plus, giving Corey Mage Armor made Act 2 rather easy for him.

I didn't really pay close attention because that essentially prevented him from being in danger. I almost wonder how 8 whip attacks combined with the failed Fortitude saves if he would have gone unconscious without the mage armor.

Yeah especially from someone with favored enemy human and +4 to hit with me being "helpless" and bound and has a Str bonus....


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Yar, it would have been difficult to keep you up. Trist's bluff isn't that good.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Hmm, trial by pleasure is next. It isn't going to be as fun as it sounds, is it?

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map
Phaedra Valerius wrote:
Hmm, trial by pleasure is next. It isn't going to be as fun as it sounds, is it?

It's an Asmodean play...so pleasure can be a bit unusual.

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

Do me a favor: when you use a wand charge, in the future put how many charges remain after the use in an OOC comment at the end just so I remember to update the file, and you update your character sheets.

I've updated the loot file to show the wand now has 49 charges remaining, while Corey still has 11 on his.

So, since you healed 5 and he took 7, Corey's still down 2 non-lethal, so 17/17 but 2/17 are non-lethal, correct?

Dark Archive

Male Human Bard 2
Council Chairman wrote:
So, since you healed 5 and he took 7, Corey's still down 2 non-lethal, so 17/17 but 2/17 are non-lethal, correct?

Correct


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Phaedra is going to try to manage Thesling, I believe I made the check at least.

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

There are 2 real annoying NPCs in this game: the little girl and Thesling. You let one of them off the hook. Are you guys going to treat Thesling with kindness as well?

Muhahaha. They are so evil it's sad.

Edit: My son and wife are coming home from Japan in a few days. I will likely take my son to Disneyland sometime in early August. Thus, I may have to suspend the game for about 2-3 days. He only gets one month off in the summer (since we send him to Japan to go to school when it gets out here in the US), so I need to make it count.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Oh no, Phaedra is not going to be treating him with any kindness. She's still pissed he took advantage of her without even bothering to give her any useful info or help her into the play. Beware the woman scorned type thing, you know....

You better make it count if you only let the poor boy get a month off. :P

Though it is seriously tempting to wish for an all year school when your kids drive you crazy for the whole summer.


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

Any particular knowledge skills that would apply to the contents of these vials?


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Hmmm, since Thesling has fallen hard from being Phaedra object of actor/hero worship, maybe she will replace him with Corey.

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map
William Silverheart wrote:
Any particular knowledge skills that would apply to the contents of these vials?

I dunno. The play hasn't been performed in well over a hundred years, and the only copy is in the vault with the head Asmodean priest...so, perhaps religion and history, both requiring...jeez, just to know the contents of the vials, probably DC 30(?), as that's very specific.

You can't see inside the vials, and Robahl certainly doesn't want them opened backstage.

I can say that even if you knew what was inside it, it probably wouldn't help all that much. Just remember, the trials get increasingly difficult in nature.

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

Here is a bit of out-of-character knowledge. The reason Thesling wants you all to die in the play is because he expects to receive all the glory at the end. If you somehow survive this play, that would diminish his performance. He fully expects you all to die, but he's trying to increase the odds.

Edit: Oh yeah, I should mention. Should your character die in this play, please send me a POLITE private message and we will discuss it.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Oh, I just figured it was because he is a huge ass, but that reason works too.

And don't worry, I've had too many characters die over the years to get too upset about it. :)

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Male Human Bard 2

Ive got no love for the rival actor....besides in this cut throat business no one trusts another...

Philosophically i want nothing to do with Asmodean BS...thats why im refusing. Besides Ill assume hes lyingsince id do the same.

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Male Human Bard 2
Phaedra Valerius wrote:
Hmmm, since Thesling has fallen hard from being Phaedra object of actor/hero worship, maybe she will replace him with Corey.

Lets survive this one first...


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5
Council Chairman wrote:
Edit: Oh yeah, I should mention. Should your character die in this play, please send me a POLITE private message and we will discuss it.

No worries there. I didn't build a wizard to star in a play though. So if he croaks, I always have other ideas.

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

Okay, as for the blades, as I said they are +5 to heal skill.

From my current understanding, those choosing not to use them:
Corey
Pheadra (has one but has chosen not use it)
Tristain

Those who might use them:
William

You can change your mind since Jimmy is bringing them out.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16
Council Chairman wrote:

Okay, as for the blades, as I said they are +5 to heal skill.

From my current understanding, those choosing not to use them:
Corey
Pheadra (has one but has chosen not use it)
Tristain

Tristain took one and put it in his bandolier, putting one that was there into his boot.


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

If that is all that william can discern about the dagger, I see no reason why he would not use it. Magic is fairly well all the same to nethys, and if it is going to help him survive the play and get to a point where he can affect changes of the grip of Asmodeus on the city, then he'll use the dagger without compunction.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Are there any specific checks for what Trist is about to do, GM CC?

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

Okay, I don't want to hold things up, and Phaedra goes last with her enjoyment anyway so here it goes:

When your script says to put it on, you open the jar and a you will see a rot grub come out. I will copy/paste the book:

"Torment—Rot Grubs A rot grub inflicts 2 points of Constitution damage per round as it burrows—a DC 17 Fortitude save negates the Constitution damage for that round. In order to remove the grub, a victim must cut the grub out with a knife—this takes a DC 20 Heal check and inflicts 1d6 points of damage to the victim per round the grub has been burrowing (1d6 the first round, 2d6 the second, and so on). The PCs are free to attempt to cut out their grubs at any point after they make their Perform (act) check to pretend to be in the throes of ecstasy." (we will not be making the perform check on the PBP format, we do that at the end).

Now, some of you will see in your script that you put it on and rather quickly take it off. One of you will notice that you put it on, and then a bunch of people post, and then you finally decide to take it off. I don't want to be super mean, so I'll say that's a minimum of 2 rounds. Everyone else I will assume it starts at round 1.

Now, how do you do it? Well, the first thing is to see how many rounds it takes you to dig out the rot grub, so roll your Heal skill vs DC20 until you succeed. How many times is the number of rounds (except for one of you - you'll start with a minimum of 2).

Once you know how many rounds, then you need to roll your fortitude saves for those rounds. Finally, you'll need to roll for damage. Obviously, all of this can be done on each roll. So it could look like this:

[spoiler
Round 1
[dice=Heal Check DC20]1d20 + 5 + X[/dice (+5 if you use the blade)
[dice=Fortitude Save DC17]1d20 + X[/dice
[dice=Damage to remove rot grub]1d6[/dice
[dice=Con Damage from Rot Grub]1d2[/dice

Round 2
(same as above....keep going until you make the heal check)
[/spoiler

And as indicated, put it in a spoiler, no need for a long long show of rolls. Hope that's clear, if not let me know.

Edit: I see the descriptor of Rot Grub shows that it does 1d2 Con Damage while the book says it just does 2 points...I'll go with 1d2 as I don't want to kill you guys that fast, so roll that as well (i've modified my roll above to include it)

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map
Tristain the Chalker wrote:
Are there any specific checks for what Trist is about to do, GM CC?

Yeah, I was writing it and got a phone call and slowed me down. See above. I also was checking to make sure it was clear in everyone's script when to start and when to administer the cutting.

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

Er, also, remember:

Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.

(so, if you keep taking Con damage, you'll need to modify your Fort Save as you go along, which just makes it harder to pass). Also, since all of you are 3HD, that means 1 point of Con damage is 3 HP? Ouch. Yeah, so when your character dies.....

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

After some polite PM discussions, I realize that "by this penalty" is the change in your CON modifier. So, as your CON bonus changes, that is 3HP each.

Been a long time since I dealt with CON damage.

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

Any confusion on who is next? I realize things slow down a bit on the weekend, but want to be sure we're still okay to go. Still, so far, so good. Nobody has died...yet.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

As far as I can tell from my script, I am waiting on Dentris to go twice and then take my turn.


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

Ok guys, sorry, I spent most of yesterday asleep, trying to recover for this week. I am up and at the office, will have a post up shortly.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Hi everyone!

I ended up back home a week earlier than expected, but Scotland was absolutely amazing!

I just finished reading up on the game. Jimmy will be present to help you off-stage!


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

Ok, gameplay post up. GM CC, if anything in there needs to be rolled out that I did not do, I'm fair enough game for that.

Our delivery driver is out today, and so I am going to have to drive, but my leg won't let me actually unload. So I will be gone from the computer for a while. I'll check in when I can.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Jimmy, did you wear a kilt while you were there?

I would totally love to visit Scotland and Ireland someday. Though it would likely help if I wasn't scared to fly.

Dark Archive

22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

I'm stumped and a tad frustrated, can someone help me understand William's gameplay post?

First, you'll have to cast silent image, and I don't see any post about actually casting it (unless someone can point it out to me, I've been known to miss posts before). As a result, I'm going to make some assumptions that are going to be assumed to have happened since you didn't make it explicit in your post. The rule I will make is that you cast it at the beginning of your post when you speak your infernal language.

Second, what did you create a silent image of exactly? Again, you don't say, so again I must make an assumption that we will have to go with. If someone can show me the gameplay post that describes this, than it will over-rule my assumption.

Since creating a silent image of yourself would seem rather odd to see two of you on stage, I'm going to again rule that you are creating a silent image of the rot grub. As per the spell, it says, "This spell creates the visual illusion of an object, creature, or force, as visualized by you." So, creating a visual of the rot grub is possible. This is what I will rule you made since it wasn't spelled out.

However, if you do that, you never opened the jar. In your version, the rot grub would appear after casting the spell, which of course makes it unbelievable since without opening the jar, how does it come about?

Perhaps on a successful slight of hand roll to pretend to open the jar (I'd say DC15 normally, but since you have to wave your hand around to cast the spell, DC20 since the waving of the hand makes it harder to actually pretend to open the jar)? But, the problem is you have to verbalize (which means you have to speak in a strong voice) and move your hand around prior to the rot grub appearing, which just makes it obvious what you are doing and of course not part of the play's design.

If you did open the jar, then the point of the silent image is wasted, as the rot grub would of course jump out and thus there is no point in casting silent image.

Lastly, even if you did create a silent image of a rot grub (which is my ruling since there isn't a specific object identified), and since you didn't roll the 1d6 damage to take it out, I again have to assume you didn't plunge the knife into your body. The rot grub does the con damage, the knife does the 1d6 damage per round the rot grub is inside, since the longer it is inside, the deeper you have to cut to get it out.

This is a rather significant penalty to the performance, as I really never expected this kind of thing to happen I don't have a penalty written for this ahead of time, which seems unfair but... I'm going to assess a combined -6 penalty for these actions (or lack of actions). That is -2 for casting the spell, -2 for not opening the jar, and -2 for not plunging the knife into your body.

Do you wish to reconsider or can someone point out to me the posts? My dog is driving me nuts to go outside and I'm having a hard time going through the gameplay posts to find if these things were addressed.

Edit: I read the gameplay post again, and it says that the rot grub comes out of the jar. Do you actually open it? I don't know how you make a silent image come out of a jar without actually opening it. This is why I'm so confused. Some of you rules experts can chime in. My dog is going absolutely bonkers and I'm having a hard time focusing.

Second edit now with dog calm: Yeah, if you don't plunge the knife into your body, how is anyone to believe you cut it out? Frankly, I think I'm being super nice at only a -6 combined penalty, as you are obviously cheating the audience out of their excitement.


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

Apologies, I was rushed this morning, and was trying to get done and out the door on deliveries I was not intended to do.

First of all, I left out the spellcraft tag for the infernal line at the beginning which was supposed to be the verbal component for the Silent image.

The image was to reproduce the rot grub. When William goes to touch the vial to open it, have it burst out of the vial, so it covers the appearance of him actually not opening it. I know that probably would be a violation there, but its the only way that I could figure to keep the continuity of the illusion.

When he is done, and its time to cut out the grub, he fully intends to stab himself with the dagger, to give off the blood and guts vibe.

I'm sure there are several places that would allow people a save to disbelieve the illusion, I simply forgot to put in the tag when i was trying to get the post done.

Not trying to flaunt the system here. I know this is going to cost. But at the same time what I am trying to deal with here is knowing what I read ahead in the script, I need to try and preserve William's well being as much as possible. The spellcraft to notice the spell would be DC16.

I didn't know what you would want to do as far as damage goes. I am fully aware of the need to make it look real, and I intended William to stab himself to make a play at getting it out of his body, but the penalties to Con and the potential of having such issues to me is more detrimental than the performance.

EDIT: This whole plan is a calculated risk that William is taking, and I know its going to penalize the group as a whole, but having read the character script, in the character's mind, this is something that he needs to try and get past without taking too much bodily harm. You tell me how you want to adjudicate it, and I will be more than happy to play it out with you.


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

Let me know if you want me to make any rolls, and I can do so, as we can go from there. I have no problem rolling at certain things to try and make it believable.

EDIT: sorry again for the mass confusion and trouble with this. Was trying to be descriptive and on the fly with it when I was in a time crunch.


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

Just a heads up, I will probably be heading back out in the field in about fifteen minutes or so for the second run, before it gets up over 90 degrees. If you don't catch me before I leave, I will check as soon as I get back from the field and have a minute.

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map

Hmmm, okay. Best that the dog isn't bothering me now so I have some time to think about this.

So, the infernal was indeed the spell, so I got that assumption right, and the rot grub was indeed the object to be cast. So, far, so good.

The problem is two fold: 1) you need to try to pretend to open the jar while casting a spell that requires you to wave your hand around at the same time while using a Focus object. Like I said earlier, if you want to pretend to open the jar, normally I'd go with either a slight of hand or bluff, DC15. But since the spell and the opening of the jar need to be at roughly the same time to make it moderately believable, you can do DC20 because the hand waving combined with the pretense of opening the jar is a bit complicated. I probably should make it DC25 because you also require using a focus for the spell, but maybe you do something else with it, so I'll keep this particular check at DC20.

So here are the rolls:
1) Make a bluff check to pretend you're not casting a spell DC25. It's this high because the verbal component does require you to speak in a strong voice and you will have to wave your hand around (with a focus!), all the while being on a stage where everyone is paying attention. Hard to fake it and I think DC25 is probably right seeing that you'll also pull out a focus object at the same time you're doing it. Failure is -2 to the performance.

2) Make a bluff or slight of hand check, DC20, to pretend to open the jar and have the image appear immediately afterwards. It's really the only way to do it because upon opening the jar they jump out. They aren't sleepy rot grubs that need to be coaxed out of the jar. Failure here is -2 to the performance, as it will become obvious that you didn't open the jar, and thus the rot grub isn't real. It's not so much that they see through the illusion, it's that it just isn't believable to start with if you don't really open the jar. I think this really is a big problem, since the jar (I would think) is probably dropped when the rot grub jumps out onto you, and thus everyone can see the jar on the ground has been opened. Your jar is going to probably have to be held so people don't see the lid is still on it.

3) I assume you will plunge the knife into your body to avoid the final -2 penalty. Plunging the knife into your body is simple enough to do, especially with all the healing going on backstage. You can do it for 1d6 damage since obviously you aren't going to dig around and do more damage.

I will update the performance tab with the score.

And I know what it's like to be rushed to post. I wanted to post as soon as I saw your gameplay post to get it corrected/addressed right away, and it was at the precise time my dog expects to be walked. So, I had a crazy dog next to me while I'm trying to get my post together before we got any further in the performance.

Lastly, for Pheadara, you're the character that obviously has the grub sit inside your body longer than 1 round. You'll have to assume it stays in you a minimum of 2 rounds given all the posts between when you put it on you and when you can try to take it out.

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Male Human Bard 2

So time wise, the only one who will get to take advantage of my offered Heal bonus of +2 will be Phaedra in her first attempt.


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

1)Bluff: 1d20 + 2 ⇒ (11) + 2 = 13

2)Sleight of Hand: 1d20 + 4 ⇒ (6) + 4 = 10

3)Damage from Knife: 1d6 ⇒ 6

These rolls are being made assuming Corey's skill bonus from his song. -2 to both if they do not apply. Though from the looks of it that won't matter.

Again, sorry for any confusion there. Next time I will send you a PM or post on discussion before doing something that crazy.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Ok, I was going to ask how rounds I had to make saves for.

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map
Corey Evander wrote:
So time wise, the only one who will get to take advantage of my offered Heal bonus of +2 will be Phaedra in her first attempt.

Yeah, you're probably correct as usual. Heh, I decided to look at her character sheet. She'll need the boost.

So, on Pheadra's first attempt, she'll get the boost from Corey, combined with the constant +5 from the knife. Don't forget to adjust your Fort save depending on the CON damage as it progresses.

Oof.


Male Human Wizard 4 (conjurer: teleportation)
Stats:
AC 12, touch 12, flat-footed 10 | hp 26/26 | Fort +4, Ref +4, Will +5

Ok, heading out for second delivery, will be gone for a while.

I hope that what I was trying to do wasn't too confusing, and sorry everyone for the big hit to the performance. Will try to find a way to make it up.

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22:00 / Saturday -- Day of Party - Heavy Rain Outside/Very Warm Inside CLICK HERE TO REGISTER YOUR COMPLAINT Aberian’s Folly Map Westcrown Map
Phaedra Valerius wrote:
Ok, I was going to ask how rounds I had to make saves for.

Since you don't attempt to pluck the rot grub from your body quickly, it's like an auto fail on your heal check for round 1 is the easiest way to think about it. You can succeed on the Fort Save in round 1, but the heal save is auto fail in round 1. Thus, the minimum knife damage is 2d6. Hope that makes sense.

This is the reason your character is typically the first to die in the play.

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Dark Archive

THE SITUATION
I am opening recruitment for my ongoing Council of Thieves campaign, which has lost a player because of real life commitments. We are looking to add two more players to the campaign. We have just begun book 2 and thus the players are currently third level. This game is a fast paced game, and thus requires people to usually post 2+ times a day. The campaign currently consists of an Urban Ranger, a Bard and an Oracle/Fighter. However, the group does have wands of cure light wounds as well as potions, so healing isn’t really the issue at this stage. I'd like to make a decision by July 3, and get started around July 6.

Please take a look at the campaign information page for details of the setting. This setting is extremely evil. In fact, it is so evil that I do not want to get private messages from the players telling me to “tone it down, I’m having nightmares.” If you can’t handle human sacrifice, bodies piling up in pits filled with flies and what not, then do not apply to my game. If human sacrifice, slave trading/ownership and devil worship freak you out and you’ll complain all the time about how over the top the setting is or graphic, move along, this game isn’t for you. I will not tone down the setting. If you can’t handle that, don’t apply.

PASS THESE 5 HURDLES BEFORE APPLYING
Before you apply and read about the character creation rules, I want to make five things ABUNDANTLY clear to anyone who is accepted into this campaign. Please consider these carefully, and if you cannot accept these five conditions, do not apply to this game.

First, this is an extremely fast paced game. Since I live in the US West Coast, I will only accept people who can post several times a day while I’m awake. I will generally post between 6:30a.m. PST to 7:30pm PST. So, if you are asleep during that time period like most Europeans, you won’t be able to keep pace and I will kick you from the game. You are wasting my time, your time and everyone else’s time if you apply and can’t post multiple times during the time specified. We have one European in our group who posts often enough to get away with it. So, it’s not that I’m anti-Europe, I’m anti-slow posts.

Furthermore, if your idea of a fast paced game is 1 post/day (or because of your time zone you only post while I’m asleep, which equates to a 1/day), don't apply. In general I expect 2-3 posts a day, maybe slower on weekends. Brief absences tolerated when given advance notice (one of our players is going on vacation in July but we will NPC his character during that time). We simply can’t NPC multiple characters at the same time. If you are about to go on a long vacation, or have some kind of life event coming that might prevent you from posting frequently in the near future (school restarts, baby on the way, new job), don’t apply. I don’t want to read “Oh, this and that happened and I can’t post as often now.” So, you should have stability in your life for the near-future. If not, don’t apply.

Second, I want to emphasize that you need to be familiar with rules for your character, and if you play a spell caster, you need to be familiar with your spells and how they work. You don’t have to be a rules expert with some kind of certification badge (I don’t have one either), but I do expect you to know the basics. If you cast a spell that won’t have an effect on a specific creature/situation, then you’ll waste the spell/action. For example, if you cast mage armor on a fighter wearing heavy armor (don’t laugh, I’ve seen it), you just wasted your spell. Furthermore, if you are selected I will “re-create” your character myself. This allows me to be very familiar with your character, but it also might catch an error or more. If you have a problem with me pointing out a character creation error (or confusion over a selection) via a PM, then don’t apply. Some folks are extremely sensitive if I tell them they made a mistake on their character. So, if you’re room is full of participation trophies and can’t handle being told you might have made a mistake, don’t apply. Finally, while I generally follow the rules, I reserve the right to amend the rules as GM.

Third, I’ll be using Ditzie for maps. As such, if you cannot adjust a map on your computer, don’t apply. I can occasionally accommodate a player who is on a phone or touch-pad device, but I’m not going to move you every single time. Please go to THIS MAP and see if you can move stuff around from the device you will post the most from. If you can’t, then you can’t play in this campaign. If you say you are attacking, but you are in the other room on the map, then you don’t attack and waste your turn. Use the map!

Fourth, my descriptions assume a point of view from your perspective. If you, for example, crawl into a building from a sewer entrance, I will not tell you what the outside of the building is, what street it’s on, etc. You are given the information that you have at the time. As such, it can be difficult for people who want to put lots of actions into just one post (a typical thing for people who can only post once a day in a fast paced game). You will have to do what people would do in that situation, like look for an exit, or talk to the people in the room. Running out, doing this and that, then coming back and doing some more stuff, all in one post, will usually be a gigantic problem. I will allow if/then posts, as long as you can accept that some of your potential actions might not occur because they would have been interrupted by an NPC action/event along the way. It would simply be easier if you can post multiple times in a day.

Fifth, I just want to be abundantly clear, that what you write in your gameplay post is what you do. If you say you went into the main sewer line and then cast channel, and that places you out of range of some of your allies that needed healing, then you blew your channel for nothing. I don’t want to hear “oh, well I would have channeled next to them first.” Sorry, you wrote you went into the sewer line, then did it. This is to force people to think about what they write and what they do, so as to there not being a debate going forward about any response by an NPC. If you don’t pull the sword off the dead guy, then you can’t sell the sword later. Sorry. If you don’t like that, please don’t apply to my game. I also demand that you not read spoilers not directed at you. If you like to read all the spoilers regardless of whom they are directed at (as I believe most of you do), then don’t apply. If I make a DC 18 Sense Motive check spoiler because an NPC is lying, and you roll a 12 but still check the spoiler and then act like the NPC is lying, you will have some explaining to do. If you respond to information in a spoiler not directed at you, you have some explaining to do. I don’t want to be sending PMs left and right because the players can’t control their urges to read spoilers. Most of you can’t control this urge (I know because most of you read spoilers directed at other characters in different games), so please don’t apply.

Okay, if you can pass those five prerequisites, please see some information in the campaign info section. You will need to read the Council of Thieves player’s guide. Please pay close attention to the character creation rules I have listed. Lastly, unlike some online GMs, I do not give preference to who posts first or in what order. When I say July 3, I mean July 3. Take your time and post when ready. You don’t need to create an alias, just give me your background and your character sheet. Please make the character sheet easy to read. I expect the game will restart around July 6 to let people enjoy the upcoming holiday and time to understand the characters and recreate them myself.

CHARACTER CREATION DETAILS

Character Backgrounds:

You have grown up in Westcrown. You have had to deal with the night terrors for the last 30 years, the watch of citizen spies, and the terror of the dottari and hellknight’s version of justice (suspects burned at the stake kind of thing, or tortured until they confess, then burned at the stake, depending on how much time they have). You know several people who have been killed in gladiatorial battles staged on behalf of the public’s entertainment. In short, you despise your city, your rulers and the government’s inability to deal with the nightly terrors, but are unsure what to do or who to trust. Spies are everywhere and will report any suspicions to the dotarri or worse, the hellknights. You joined a group formed by a half-elf named Ariel to try to improve the city. Upon joining the group, it has decided to name themselves (k)Night's Bane to show how they will fight the night terrors and improve the city. The group has some notoriety already for stopping a group of tieflings from robbing and killing at night known as the Bastards of Erebus, but they never learned how they avoided the night creatures. There were some clues, but alas they don't know.

Please pick one trait from the Council of Thieves Players Guide (download it from Paizo, it's free) and make sure it fits your background (and pick one additional trait, for a total of two traits). No drawbacks permitted.

Also note that you are unlikely to be a successful thief that steals money for a living: they don’t live long when they have to operate in daylight. If you are caught, you are usually killed immediately or put in a gladiator setting and killed there (eventually). So, if you want to play a rogue, play a rogue that isn’t into stealing.

Character Creation Rules:

20 Point Buy. No stat below 8 (including racial modifiers). No Firearms. No third party. Otherwise probably okay. 2 Traits, one of which must be a campaign trait that fits your background. Please write a character background.

Alignments:
Lawful Neutral (with conditions), Lawful Good (with conditions), Neutral Good, Chaotic Good, and Chaotic Neutral alignments are permitted. Lawful characters will have to come to grips that this campaign involves a mild rebellion. As such, you’ll need to come to address it in your background. Lawful Good characters will have to be able to lie occasionally (monks need to avoid the vow of truth). Evil characters need not apply. Remember, non-evil deities have on occasion worked with Asmodeus, so non-evil people can worship him, I just don’t recommend it. Over time, the preaching and actions take their toll on your soul and eventually you turn evil. You can only participate in a human sacrifice only so many times before you start thinking it is okay to do it.

Races allowed:
Dwarf, Elf, Half-Elf, Half-Orc, Halfling, Gnome, Human.

Classes and Archetypes allowed:
These are the classes allowed in my campaign (1) because they fit the campaign and (2) I’m also familiar enough with them so that rules issues can be kept to a minimum: Barbarian, Bard, Cleric, Druid, Fighter, Magus, Monk, Oracle, Ranger, Rogue, Sorcerer, and Wizard.

These classes are prohibited: any class not listed above (obviously). But in case you have to ask: Paladin, Alchemist, Gunslinger, Summoner, Cavalier, Inquisitor, Antipaladin, Ninja, Samurai, Witch, and any test class. Paladin’s are restricted for a specific reason in the campaign and are simply too disruptive given the incredibly evil setting.

Most archetypes are allowed (no play test archetypes or firearms), but remember this is an urban campaign so make sure your archetype reflects this fact. Do not pick an archetype that is woodlands or primitive based (especially true for Barbarians and Druids).

Also, given the setting, petty thieves are usually killed quickly in Westcrown since they can’t work at night (those that do are killed by the Shadow Creatures), so take this into account if you play a rogue and think you’re some kind of master thief. If you play a Cleric, please do not select an evil deity, as that will just cause too many problems. However, clerics should be aware that they are limited to openly worshiping Abadar; worshiping another deity must be done so in private. Worshiping in private just means you can’t have a following, which really isn’t a problem. You will meet NPC clerics along the way that worship non-evil deities in private.

Starting Wealth & Level:
Please make a third level character. You start with 3,000gp, of which no one item can exceed 1,000gp. You were either given it, inherited it, stole it, worked for it, or whatever.

Skills
The Council Chairman suggests these skills if they make sense for your character: Stealth, Bluff, Sense Motive, Knowledge (Local), Knowledge (History), Perform (Act). The Council Chairman believes these skills will prove less useful: Survival, Swim, and Ride. The Chairman wants to emphasize that skills will be used in this campaign (and your skill results can be a matter of life or death), so being only a combat junkie with minimal skill points will likely result in your death faster than fighting.

Do you have questions? Feel free ask here; do not send me a PM as my current players will be reading this recruitment thread as well.


this games great except for the fact that I will be away on vacation from the 5th through the 13th. ad when I go away I am practically disconnected from all internet.

bummer on that.

I had a gnome shadow caster wizard planned out...


I would love to get in on this but I, unfortunately, work a rotating shift work and 7 out of 31 days I sleep right though your optimal post times


Interested in this. I just tested the map thing and was able to move a couple characters around, so I have no problem meeting your prereq's.

I am on Eastern Standard time if you curious as to when I would be awake for posting.

I am currently thinking of a cleric of some kind since that is my preferred class. I will decide upon an appropriate deity and write up a character to post later today.


hello Joy, glad to seer return...


Heya Ed, I'm all settled in Md now and shouldn't have to move for at least 2 an a half years. So I figured it would be a good time to return since I been going into rpg withdrawl....

Liberty's Edge

Hello Id like to try this it would be my first play by post and my friend joe plays and told me i might find it interesting. i love playing beatstick or sneaky characters and could start working on one when I hear its ok.
Thanks for the concideration

Dave

Liberty's Edge

also played with the map and i can move icons around and live on the east coast


Hello again, this is Joy's mostly finished Cleric of Shelyn. I had a question on how you handle hit dice at 2nd and 3rd level?

Dark Archive

If you can handle/meet the five hurdles then apply before July 3. If you are new to play by post, that isn't an issue as play by post experience wasn't a criteria.

I mention I am West Coast because it is just too much of a difference for most European posters. It isn't an issue being east coast as i post throughout the day. Our campaign lost one European player already for inability to post frequently.

Liberty's Edge

does hp start at max example rog 1d8 (8+con) or is it 1d6+2+con?


Well I'll have to start a character from scratch to fit the criteria, but I am definitely interested. I've been looking for a fast paced game. I hate one a day campaigns. I should have a character by tonight

Dark Archive

Venn Vinder 86 wrote:

does hp start at max example rog 1d8 (8+con) or is it 1d6+2+con?

If selected, you will get MAXIMUM HP at level 1. Level 2 and 3 we will roll the dice, but in a modified way to ensure you don't get stuck with a bad roll. If you are a 1d8 HP per level player, you roll 1d6 + 2. So, the minimum you would end up with would be 3, but the max would still be 8.

So, you there is a small chance you end up below the average (one of our players met that small chance), while there is a decent chance to be above average in HP.

No need to roll dice now, we can figure out HP if you are selected. No need to swamp this forum with dice rolling.

Liberty's Edge

ok im alost done with Azok Bonebreaker should have him up shortly

Grand Lodge

Heres what i have for character sheet still coming up with background will have shortly

Grand Lodge

Character complete


I live on the west coast, which makes posting pretty easy, and I meet the rest of your requirements, so I'd like to apply to join this campaign. My character is the alias used for this post.


Tarek the Tall is finished.

Shadow Lodge

Sorry it took so long, I forgot to copy and I lost everything so I had to retype the whole thing.

Dark Archive

Just FYI, I'm withholding commenting as I receive feedback from my existing players. Also, I want to make sure I give everyone a fair chance by looking at all the applications at the same time. Based upon my existing player feedback, I'll examine their top choices carefully and make selections.

I'm glad there is such strong interest despite the 5 (very difficult) hurdles I require.


If it wasn't for my vacation coming up so soon I would apply...


Quote:
I'm glad there is such strong interest despite the 5 (very difficult) hurdles I require.

If you run it, they will come.

Regardless of hurdles. :)

Dark Archive

I will try to make a final selection tomorrow if I can if we don't get any more applicants.


Oooh shiny. Started this ap with friends locally but it died after mod one, due to life changes with some of the players.

None of the hurdles look like a problem. Tested the map utility with no issue.

I was playing a character that sounds like it would fit in with the group. He was a dwarven sewer druid with his alligator Nibbler. I think the swamp druid archtype actually works better for it than urban. Maybe a reskin of some of the spells to acid damage rather than say lighting would make more sense.

He is very young and his family was wiped out in the change of power in cheliax and so he hid in the sewers and hasn't really left them since except to scavenge at night. You wouldn't believe the good things people throw away just because they are broken or a little moldy! That is of course, until these pesky rebel types started using his sewers and drawing the attention of the watch and hell knights and all kinds of other undesirables.

That's just one idea though. I have tons of character ideas in my brain.

Thanks

Dark Archive

I've narrowed it down and sent some comments to my players. Based upon their feedback I will be finalizing the decision very soon.

Lantern Lodge

Is it still possible to submit? Just found this thread, and I have a character idea in mind.

Dark Archive

thestrongangel wrote:
Is it still possible to submit? Just found this thread, and I have a character idea in mind.

Yes, if you can do it today would be great. I was assuming nobody else was applying.

Lantern Lodge

I'll work on it during my breaks, planning out an arcane.

Lantern Lodge

Leaving the office right now, been working on an idea that I think would be fun, will try to have a basic mock up in a couple hours.

Dark Archive

thestrongangel wrote:
Leaving the office right now, been working on an idea that I think would be fun, will try to have a basic mock up in a couple hours.

?


As it happens, I have a character from a CoT game that suddenly died.

Dark Archive

Kareta Ajie wrote:
As it happens, I have a character from a CoT game that suddenly died.

Yes, I read the gameplay posts in your campaign. My game is far more sinister, evil and corrupt than your game. A devil worshiping society isn't a fun place, nor is one where you are tormented at night.

Lantern Lodge

William Silverheart:
William Silverheart
Male Human Wizard 3
NG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +3, Ref +3, Will +3; +1 vs. devil's mind-affecting
--------------------
Offense
--------------------
Speed 20 ft.
Wizard Spells Prepared (CL 3rd; concentration +7):
. . 2nd—summon monster ii[S], summon monster ii, web (DC 17)
. . 1st—burning hands (DC 15), grease, magic missile, obscuring mist[S]
. . 0 (at will)—acid splash, detect magic, light, open/close (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Augment Summoning, Craft Wondrous Item, Scribe Scroll, Spell Focus (conjuration)
Traits diabolist raised, hedge magician
Skills Appraise +10, Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Linguistics +10, Profession (scribe) +6, Spellcraft +10
Languages Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran
SQ acid dart, arcane bonds (arcane bond [familiar]), opposition schools (enchantment, necromancy), specialized schools (conjuration), summoner's charm
Other Gear 3,000 gp
--------------------
Special Abilities
--------------------
Acid Dart (7/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Diabolist Raised +1 Bluff, Diplomacy, Intimidate, Sense Motive vs. Westcrown's nobility. +1 save. vs. mind-affecting spells from devils.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Hedge Magician Magic item gp costs -5%.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

--------------------

Zagarus
Female Thrush
NG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural)
hp 10 (1d8-2)
Fort +0, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +0 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +1; CMB -1; CMD 4
Feats Skill Focus (Perception)
Skills Appraise +1, Fly +12, Linguistics +1, Perception +5, Spellcraft +1
Languages Custom Language
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Basic crunch done, working up a basic backstory for him, will try to have it up before I crash tonight.

Dark Archive

I am no longer accepting new submissions. I'll be making a decision probably in the next 5-6 hours. Thank you all for applying, we've been having a lot of discussions about all the good applications.

Dark Archive

Thanks everyone. I have made the two selections.

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