Law And Disorder: City of Twilight (Inactive)

Game Master Jib916

The city of Westcrown is dying. A city best by criminals, a corrupt nobility, and a shadowy curse, Will you fight back against champions of both the law and the criminal world to bring Westcrown back to its glory?


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Where is everybody getting bread in this empty bar? Hehe


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Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

That was me. I just assumed there was bread to go with the stew, since Shannon would opt out of such a heavy meal for prima dona reasons.


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

and who better to take artistic license?


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Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

I tend to do so, but I do so within reason. For example, I really have no working background on the actual details of Shannon's mother's death other than the fact that the Child of Infamy trait says your parent(s) died in a very compromising or infamous way. So I thought that having his mother executed for treason (and for all intents and purposes justifiably so!) seemed suitably infamous. So piece by piece I kinda make it up as I go along, never really exceeding the boundaries of "benefit".

It's just that details make a story pop, so I try to incorporate them.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

I hope my last gameplay post is not too salacious. If I'm offending anyone, please let me know and I'll refrain from such jocularity in the future.


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

No offense taken - for my part, carry on. Not exactly my thing - i'm more likely to gin up some steamy bodice-ripping, but variety is the (well, one of the) spice of salaciousness. :)


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

No objections here. Cute that you gave it a name, though.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

:P


Quentin Martois "the Red Mask" wrote:
I hope my last gameplay post is not too salacious. If I'm offending anyone, please let me know and I'll refrain from such jocularity in the future.

I found it in good taste and good character interaction.


Busy with Halloween stuff today. I'll try to find time to post, but it might not happen. Everything is back to normal tomorrow.


M(Hp 7/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5) Tiefling Wizard(foresight school)

grr stupid forums going haywire. Just found the second page to discussion thread. Please tell me that I am not also missing a second one to the gameplay thread.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Nope, it is still only 1 page.


M(Hp 7/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5) Tiefling Wizard(foresight school)

Thanks, glad I didn't miss anything there.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

I should've just taken 10. Now I feel like that guy who keeps recording a person getting mauled by a bear to make sure it all makes it to a FAIL montage on youtube.


M(Hp 7/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5) Tiefling Wizard(foresight school)

Gm corect me if I am wrong but is not the ruling house of Cheliax House Thrune?


Correct.


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

stupid question, what's a dottari?


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

The local branch of the Hellknights.


M(Hp 7/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5) Tiefling Wizard(foresight school)

city guard i think


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

ty :)


Shannon Rhys wrote:
The local branch of the Hellknights.

Uhh No.

Hellspawn is right.

Hellknights are Cheliax's National guard or soldiers. The local chapter or branch is "Order of the Rack"

The Dottari are Westcrowns city guards.

They are two different groups, and while they work together for the most part, they also often clash.

Hope this clears things up =)

Feel free to ask any other question when confused.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Oh, my bad!


No Problem =) Spagett About It


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Yeah I was all wrong. I thought the Dottari were all Hellknights, and also all acting as city guard, and that the order of the rack was just a special division. Hello, MP.


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I didn't expect this to come up so soon...

Killjoy's garrotes are made from giant spider silk (bought a 10' length of spider silk rope, which is way more than enough for a few garrotes. He wears them looped around his wrists)

They are made to cinch and lock to maintain tension even if I let go (described in character sheet).

Spider-silk is pretty strong. I'm hoping to add the burst DC of the garrote to the break DC of the door (or something like that)

As always, details and viability are left up to the GM.


Take 10

When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

These rolls are to see if your character can spot chalk marks, while running in a tight spaced sewers, while being chased by hell knights. Not sure it would work here. Thanks for providing the rolls, hope this clears things up. =) Will summarize and start sewer chase in morning =)


Combat Has Begun.

This Might Change in the Future, but this is how id like to handle combat for the time being.

(For now on as of Fizzwiddle's Suggestion I will be rolling Initiative to speed things up]

When the round starts. You will be given a Map with current locations, and Initiative. Ongoing effects and statuses will also be displayed here.

Each PC will then describe there actions in the round ( See Morosino for an example) Please identify which type of action (Standard, move, Full-Round, Swift, etc) and make the proper rolls. Add as much descriptive text as you want as i will add this into the final summary (see below)

After everybody has submitted there "actions" I will post a summery of what happened that round. I will add any specific descriptions you have added , otherwise i will do my best to do that for you. We will then start the process over with an updated map, etc.

Hope this makes sense and let me know any other suggestions/tips you might have =)

Let the Battle's Begin!


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

So effed.


TPK?:

Torble Player Kill?

=D


M(Hp 7/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5) Tiefling Wizard(foresight school)

Suggestion: how about updating the map each round after the beasties have gone. Not knowing where they are is making deciding even spell selection difficult. Don't know if they have swarmed Morosino and I want to cast grease, they have moved up to each of us I need to hit one with my staff or if I can run up and cast a color spray with out running thou a square one is in.


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HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Agreed, AOOs are gonna mess up your system. As will trying to do the whole round at once. Let everyone before the monsters go, then summarize their actions and the monster's and update the map. Then let everyone after the monsters go, and summarize again at the bottom of the round.


Ok sweet good ideas guys, will be doing it like suggested after this round.
EDIT: I might switch to averaging Initiatives and having the party members and bad guys go in groups, as this is a simple fix and would solve most of these problems =)


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

BTW, a summary format I've picked up/seen refined across a few different games:
Round 2
Status: HP 5/8 | AC 17 | T 16 | FF 12 | CMD 12 | F +2 | R +4 | W +2 | Init +4 | Per +3 | conditions: diseased
Actions: (move) retrieve knife
(free) 5' step back
(standard) magic missile: 1d4 + 1 ⇒ (1) + 1 = 2 (1 1st level remaining)

labeling the round of the intended action helps keep things straight if posts get irregular/mixed. Keeping status in post for HP, current AC (based on maneuvers, armed/dropped weapons/shields, special abilities, etc.), and current conditions makes it easier to track down and reconcile, gives the GM visibility, and remains in place with the posting sequence, as opposed to the alias stat line, which changes across all posts each time you update it...

If it's not too objectionable, I would like to supplement the basic format with those elements, just for my own sanity. Let's me answer questions like, 'well if I took 5 HP on round 5, what was my round 4 status (in detail)? and did I update my statblock line to reflect round 4 or round 5?


They only threaten the squares they are in, right?

And they have really low CMDs on account of their size?

By my rough calculations, it probably wouldn't be any more than a DC 8 Acrobatics check to avoid them.

By moving through squares j3 and k4, even failed acro checks would only provoke twice. I'm even willing to purposefully set off those AoOs and count on a high AC to keep me safe so the rest of you can move through afterwards.

So my question is, do we even need to fight them? Can we just leave them with something to snack on and let the folks following us deal with them?


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6
Ronwn DeDhaen wrote:

BTW, a summary format I've picked up/seen refined across a few different games:

Round 2
Status: HP 5/8 | AC 17 | T 16 | FF 12 | CMD 12 | F +2 | R +4 | W +2 | Init +4 | Per +3 | conditions: diseased
Actions: (move) retrieve knife
(free) 5' step back
(standard) magic missile: 1d4 + 1 ⇒ (1) + 1 = 2 (1 1st level remaining)

labeling the round of the intended action helps keep things straight if posts get irregular/mixed. Keeping status in post for HP, current AC (based on maneuvers, armed/dropped weapons/shields, special abilities, etc.), and current conditions makes it easier to track down and reconcile, gives the GM visibility, and remains in place with the posting sequence, as opposed to the alias stat line, which changes across all posts each time you update it...

If it's not too objectionable, I would like to supplement the basic format with those elements, just for my own sanity. Let's me answer questions like, 'well if I took 5 HP on round 5, what was my round 4 status (in detail)? and did I update my statblock line to reflect round 4 or round 5?

Seconded.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Ronwn most creatures only get one AOO a round which Killarny was nice enough to soak for us. You should have just run. Since you didn't you can take a full-round action to 'withdraw' not provoking any AOOs.


It's ok, this is more dramatic. :)


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Yeah, I guess it's not my place to tell other characters how to act. Just don't want her to take any avoidable damage.


It's totally fine to tell other characters how to act. You just have to do it in character. :)


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

This was a matter of traffic and initiative. Ronwn's last, but GM asked for simultaneous declaration. I couldn't run through the folks in front of me, and hadn't seen Killarny churning up the waterways - so, defense, step forward behind whoever moves, and prepare to run like hell :)

Ronwn might have tried running through someone else's square, but in the dark, in the sewer, with active bad-guys... well, she was never the first one picked for the gymnastics squad.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Yes, I noticed that. Delaying action til the traffic was clear might have been an option, but not sure how GM wants us to describe/explain readied and delayed actions.


Shannon Rhys wrote:
Yes, I noticed that. Delaying action til the traffic was clear might have been an option, but not sure how GM wants us to describe/explain readied and delayed actions.

Not Sure what your confused about, that's why you should ask =D

Feel free to leave me any notes or requests in with your action and i will make it happen.

But, Readied and delayed actions should be described like any other action.

example:

GM JIB:

Delay turn til traffic is clear.

Move:

double move hastily to i3

Also remember you can move through any allies space.

If you have any questions feel free to ask! =)


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Heh, yeah, that was my way of asking. :)


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Awesome, we're all ADD apparently. :)


M(Hp 7/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5) Tiefling Wizard(foresight school)

yeap we see nothing.


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

I haven't disappeared, but I may be slow for the next day or three.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Hey, Killy, which set of goblins did you ready against? The ones in "front" of you where a grease spell is going, the ones Quentin is rushing to engage, or the ones down lower on the map? Just curious, because which group it is may influence my next action.


I targeted the ones closest to me. I didn't realize that's where the spell was headed. Killarny doesn't know much about magic, so I'll keep my action as-is.


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

@shannon - i'm 'sleeping' the ones at the bottom - we'll see how that works out before you go again.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

No posts from the DM in five days. That's never a good sign. Is this game still on?

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