"Ilvarandin, Cradle of Nightmares" Investigation & Darklands campaign
(Inactive)
Game Master
CrusaderWolf
In the vibrant streets of Magnimar a new player has muscled into the underworld, and the City of Monuments isn't the only place they have their eyes on.
Roll20 Maps Link
M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5
I believe CW is travelling. IIRC, he said he'd be back by July 12 or something like that.
Yes, I'm able to check in a little bit, but I don't feel comfortable with the GM workload with only a few minutes a day. So we'll delay until I'm back in the US then pick back up.
Sorry for the inconvenience!
F Elven Alchemist 2 | HP 15/15 | AC:17 Tch:13 FF:14 | CMD: 14 | Fort +3 Ref +6 Will +0 | Init +7 | Perception +9 | Bombs: 4/6
CrusaderWolf wrote: Yes, I'm able to check in a little bit, but I don't feel comfortable with the GM workload with only a few minutes a day. So we'll delay until I'm back in the US then pick back up.
Sorry for the inconvenience!
No problem. I had to do the same in my game last week!
Human Wizard 2 | Init +3 | AC 13(17) t 13 f 10(14) | Hp 14/14 |Fort +1 Ref +3 Will +3 | Perception +1| HotA 4/6
Takes off mittens. Begins to count days on fingers. 4... 5... Uh, 6. I'm gonna need more fingers...
Back on the 12th! Just a little longer, thanks for your patience!
Human Wizard 2 | Init +3 | AC 13(17) t 13 f 10(14) | Hp 14/14 |Fort +1 Ref +3 Will +3 | Perception +1| HotA 4/6
It's cool. I was making a little joke.
M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5
Ayup! I have a 5-hour layover in Copenhagen so I'll try to get a post up then. Am I correct in assuming the party will be checking out the fireworks shop/boat next?
M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5
Male Half-Elf Investigator (Empiricist)/5 || Init +2; Senses Low-light vision; Perception +13 || AC 18 (22 w/shield), (FF 16 [20 w/shield], T 13), HP 38/38, Fort +4; Ref +7; Will +7
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Ayup yup, sorry, had to dig my notes out of one of the suitcases and have been running errands all day. Sorry about the wait but I'm officially back!
Sorry, to clear up any confusion: the gate was at the start of the pier. So you rang the bell, got let in and then walked down the dock towards the gangplank. Xiao arrived as you were coming down the dock and positioned himself at the top of the gangplank.
I'll still use the Perception checks you rolled, but you're only just now getting onto the boat itself.
Male Half-Elf Investigator (Empiricist)/5 || Init +2; Senses Low-light vision; Perception +13 || AC 18 (22 w/shield), (FF 16 [20 w/shield], T 13), HP 38/38, Fort +4; Ref +7; Will +7
Not a problem. I'm just playing a character much more observant than myself, so I want to make sure of what is what.
Human Wizard 2 | Init +3 | AC 13(17) t 13 f 10(14) | Hp 14/14 |Fort +1 Ref +3 Will +3 | Perception +1| HotA 4/6
I think Xiao meant blow a hole in a ship, not blow the whole ship. From the context it looks like a typo.
Ayup, blow a hole in the ship, my bad.
Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0
Regardless, a hole in a ship is pretty bad. I stand by my guess.
Right, like, what if the ship is full of puppies?
Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0
Exactly. Think about the awful draft a hole in the wall leaves.
Everything's good, I'm not missing any questions or actions?
Human Wizard 2 | Init +3 | AC 13(17) t 13 f 10(14) | Hp 14/14 |Fort +1 Ref +3 Will +3 | Perception +1| HotA 4/6
Everybody probably hit the discotheque.
M Ratfolk Vanguard 2
Busy couple of days for me. I'll post when I can
-Posted with Wayfinder
Sorry for my absence, the router I purchased for the new apartment didn't arrive, so I spent the weekend on the phone to Amazon and getting that resolved. Apartment still has no internet though so my posting rate may be reduced for a few more days.
Male Half-Elf Investigator (Empiricist)/5 || Init +2; Senses Low-light vision; Perception +13 || AC 18 (22 w/shield), (FF 16 [20 w/shield], T 13), HP 38/38, Fort +4; Ref +7; Will +7
Thats understandable. For the record, since no one answered me when Raleigh volunteered to be the runner, let's just assume he went.
Okay, so Raleigh will be absent for the remainder of the conversation, but an 18 on Diplomacy wasn't enough to persuade the Shoanti guy so I'm not sure what's next.
I feel like we haven't heard from Ceinwynn in a while. Sound off!
Ceinwynn hasn't responded to my PM yet, we'll give it a few more days since the game is moving pretty slowly right now. If/when it comes up: would y'all prefer to recruit a replacement 6th character, or continue trucking along with five? Or will it depend on what role the missing person filled?
As far as gameplay, will the main group attempt to break in to the Matador Lodge, wait for it to officially open, or depart? Once we know that we can resolve Raleigh's stuff.
M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5
I think 5 players is plenty enough, but that's just me... I don't think we should wait days for anyone, otherwise the game will slow down to a crawl. If half (or more) of the party agrees on a course of action, we should just assume the other players do as well. PbP is slow enough as it is... If we wait for input from everyone for every decision, the game will move like a crippled glacier .
Sorry if I was unclear: I meant that I don't want to count Ceinwynn as having dropped out until we've waiting a while longer. We'll continue playing normally in the meantime.
M Ratfolk Vanguard 2
My vote is to wait it out, but I'll keep searching if others want to find a way in.
-Posted with Wayfinder
Human Wizard 2 | Init +3 | AC 13(17) t 13 f 10(14) | Hp 14/14 |Fort +1 Ref +3 Will +3 | Perception +1| HotA 4/6
Your choice, CrusaderWolf. If you want to get a replacement, you should do it.
As far as leaving the Matador Lodge I think we should wait for Raleigh to get back.
M Ratfolk Vanguard 2
I keep forgetting to add my +1's to study.
Borumaru, what are you up do during all of this?
M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5
Sorry... Didn't have a lot of time to post these days. I guess I just go along with the party for now.
It's all good, just want to keep everyone accounted for.
M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5
Unlikely. I'm sure something, somewhere is not okay. :P
M Ratfolk Vanguard 2
I'm having a busy week but doing my best to keep up
-Posted with Wayfinder
Hey y'all, I understand that many of you are busy right now, that's understandable. I'm going to go ahead and move the story forward by having NPCs act and react (within reason!) even if only 1-2 characters have posted recently. That way the story can move forward through what is an RP-heavy section, and when you have the time you can jump back in.
Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0
I'm okay with that. I was just waiting for my turn again anyway.
Small retcon: the party was waiting at that café for over half an hour before noticing Fruggig, long enough for Raleigh to reach the Deverin manor, get the writ, and get most of the way back. Raleigh is now back by the Beast House wondering where everyone went. I don't see any reason to keep Raleigh out of it any longer, it doesn't serve any plot purpose.
Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. | STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,
FYI guys I probably can't post on Saturday, and not on Sunday until late.
I will get a post up ASAP, Roll20 map pack was being recalcitrant last night and dentist appointment today before work. But it'll get posted! And there'll be encounters soon!

Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. | STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,
I was looking over people's characters thinking about Marching Order.
There are five of us, and Nathalion should likely go third or fourth.
We don't really have any High-AC "tanks." Borumaru is probably the toughest with AC 17 but there's not a lot of difference; most of the others have AC 16.
With his longspear giving reach and low-light vision Raleigh is a decent choice to go first.
Gaziq and I only move 20 so we would probably prefer to be closer to the front. Gaziq: do you intend to be using your crossbow? If yes, then maybe I should go second (I have good saves and immunity to poison), while Gaziq can go third. That leaves Boromaru in last watching the rear.
Also:
Boromaru: if you are using two hands for your katana I think you should do one more point of damage.
Gaziq: I suspect your strength is not actually -81. :) Also a small light crossbow does 1d6 damage.
M Ratfolk Vanguard 2
Going third works fine for me. And yeah, it was supposed to be "8-1" but paizo didn't really like that for aome reason.
I'll fix the crossbow before combat starts
-Posted with Wayfinder
Male Half-Elf Investigator (Empiricist)/5 || Init +2; Senses Low-light vision; Perception +13 || AC 18 (22 w/shield), (FF 16 [20 w/shield], T 13), HP 38/38, Fort +4; Ref +7; Will +7
Raleigh can also pop his shield extract for a 20 AC total. So, if we want him in front, Im okay with it.
M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5
I don't mind either way...
Borumaru does have Darkvision and Scent, so there's that (plus 3 at will "Detect X" spell).
Huh... I could swear I had a shield... Did I forget to buy it? To write it down?
The pathways in the sewer are wide enough that characters can walk side-by-side out of combat, but for the purposes of an encounter they're just slightly wider than 5ft.
Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. | STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,
So it sounds like:
Raleigh
Uuzkhangr
(Zyxl)
Gaziq
Nathalion
Boromaru
Zyxl has a climb and fly speed so she can fly overhead or climb along the walls if necessary. She's not that smart though so I don't want to try to give complex instructions.
Where does the goblin want to stand?
M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5
Uh... Apparently I don't have a token in Roll20.
You're behind Gaziq, aren't you MauC? I assigned the token there but it's a kinda dark.
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