| Captain Ilar Percival |
Tracy doesn't see much to give much away. The man has no family pictures, childish drawings, or anything terribly personal in his office. The desk and chair are plain, soldier-quality, as is the cabinet behind him. The tiny arrow slit of a window lets in enough light to keep one small plant alive.
The man also doesn't give much away with his voice or body language. She has no idea whether he's humoring her or not.
"So if you have not yet completed your magical studies, what skills would you bring to MSI?"
| Captain Ilar Percival |
| Captain Ilar Percival |
| Rasil Bathbone |
Glancing sheepishly at Percival, he added, "Not very impressive, eh? I think I'm a tad nervous. I've never had an interview before."
Squaring his shoulders and taking a deep breath, the gnome continued, "If you're willing to indulge me a little more, I'll start over--assuming I'm not going to die from poison--or embarrassment--first."
If Percival allows, Rasil will examine the chest and try again.
Perception 1d20 + 7 ⇒ (10) + 7 = 17
Disable Device 1d20 + 8 ⇒ (20) + 8 = 28
| Captain Ilar Percival |
Percival scratches furiously at his mustache, covering a huge grin. He takes the chest, resets it behind his desk, and gives it back to the gnome. "It's a training device. There's no poison, just a sting."
Percival waits patiently while the gnome tries to redeem himself, and is pleasantly surprised when Rasil quickly spots the trap and disables it. The chest lid pops open. It's empty inside.
"Very nice, when you take your time. Do people pointing giant crossbows at you tend to make you nervous?"
| Peanuts |
| Krojun Hora |
Tough question Captain. Krojun pauses contemplating his answer. I don't believe panic ever did any good. So I guess a quite approach with a short honest statement without the details. I don't believe in intimidating people to shut up, so if words get out I think would have to be honest. However nothings wrong with asking people nicely to keep their informations to them selves.
| Captain Ilar Percival |
| Captain Ilar Percival |
| Captain Ilar Percival |
| Captain Ilar Percival |
| Simza Caumlo |
Woops. Have to get used to changing that posting dropdown.
"Well I've always gotten along well with folks, and am a good judge of character; my affliction does make social interactions difficult at times, but I do my best to get past that, and try not to let it interfere" her veils and heavy clothing were a deliberate choice; personally she wasn't too bothered by her own appearance, but she did regret the issues it caused. "As I said before, I've studied medicine and alchemy, and while my personal experience with religious matters is rather more limited than a dedicated servant of the gods, I remain a devout follower of both Shelyn and Sarenrae, and have likewise studied things that fall under the purview of the churches."
| Rasil Bathbone |
Turning solemn, he added, "As for the trap-finding and lock picking, I hope that my ability improves without anybody getting hurt."
The smile suddenly returned. "Oh, and that I get faster! Being able to pick a lock doesn't do much good if it's quicker for some burly type to just knock the door down!"
| Lady Tracy Shannon |
Diplomacy
1d20 + 6 ⇒ (15) + 6 = 21
She then states, matter of factly, with a touch of pride,
"Of course, if I can tame and ride the purple unicorn my father caught last year, then I can handle anybody."
Obviously a lie, but that's not the point.
Bluff
1d20 + 6 ⇒ (4) + 6 = 10
Grigory Reinhold
|
My impressions of Magnimar? Hmm..." Reinhold puzzles, pausing briefly before beginning his response. "I've only just arrived this morning, but the aura presented by the small portion of the city i've seen has been quite impressive. The Seacleft and Irespan especially caught my eye, as we're wont for such colossal features - natural or man-made - in any of the major Ustalavian cities.
As for the living-creature aspect of the city... I suspect that if Magnimar is anything like most cities I've visited, a few days observation will prove invaluable in testing its pulse, so to speak."
| Nazard |
OOC question, I can reply on my phone during work breaks, however, if I do I can't use tags, is this a problem, or should I just wait till I get home at night?
Tags are awkward on phones, though if you're on a Blackberry or iPhone type thing, you can get fairly good with them. However, making a post at the right moment is always better than waiting hours and hours, just so you can make the dialog bold. :) PBP games live or die on posting rates. You don't have to be insane positing every few minutes, but their rhythm does ebb and flow - the more ebbing, the harder it is for others to post, and games lull.
| Arbanax |
Dublaine - Worker for higher
Dublaine
Male Elf Rogue
AL: CN Size: Medium Humanoid
init +6; Senses low-light vision Perception +7
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
CMD 16
HP 10 (1d8+2)
Fort +2, Ref +6, Will +1; (+2 vs. enchantments)
Defensive Abilities None
Immunities None
Resistances None
OFFENSE
Speed speed 30 ft.
Melee Melee rapier +4 (1d6+2/18–20)
ranged dagger +4 (1d4+2/19–20)
STATISTICS
Abilities Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10
Base Attack +0; Melee Touch zz; Ranged Touch zz
CMB +2
Feats
Weapon Finesse: description
Traits
Forlorn : description
Reactionary : description
Skills
Acrobatics +7, Climb +5, Disable Device +7, Escape Artist +7,
Knowledge (local) +4, Perception +7, Sleight of Hand +8, Stealth +7;
Armour Check –1
SQ trapfinding +1, elven magic, weapon familiarity
Languages Common, Elven
MAGIC
Class Rogue
Combat Gear acid flask, alchemist’s fire; Other Gear studded leather, daggers (6), rapier, backpack, hooded lantern, oil (5), silk rope (50 ft.), thieves’ tools, 13 gp
COINS
PP – zz
GP – zz
SP – zz
CP – zz
EQUIPMENT
Carrying Capacity: Light – zz lbs; Medium – zz lbs; Heavy = zz lbs; Current – zz lbs (zz)
Weapons – daggers (6), rapier,
Armour – studded leather
Alchemical – acid flask, alchemist’s fire
Other Combat Gear –
Scrolls –
Potions –
Wands –
Other Magic Items –
Mundane Gear – backpack, hooded lantern, oil (5), silk rope (50 ft.), thieves’ tools, 13 gp
Elven immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. forlorn:
Having lived outside of traditional elf society for much of his life Dublaine knows the world can be cruel, dangerous, and unforgiving of the weak. He gains a +1 trait bonus on Fortitude saving throws, which has already been included in his stats.
Keen senses: Elves receive a +2 racial bonus on Perception skill checks, which has already been calculated into his statistics.
Low-light Vision: As an elf, Dublaine can see twice as far as humans in conditions of dim light. Reactionary: Dublaine is quick on his feet and gains a +2 trait bonus on initiative checks, which has already been calculated into his stats.
Sneak Attack: If Dublaine can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.
His attack deals an additional +1d6 points of damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target.
Should Dublaine score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Trapfinding: Dublaine adds +1 to Perception skill checks made to locate traps and to Disable Device skill checks. She can use Disable Device to disarm magic traps.
Weapon familiarity: Elves are proficient with longbows, longswords, rapiers, and shortbows, and treat any weapon with the word “elven” in its name as a martial weapon.
Weapon finesse: With a light weapon, rapier, whip, or spiked chain, Dublaine uses his Dexterity modifier instead of his Strength modifier on attack rolls. This bonus has already been applied to his statistics
BACKGROUND
Dublaine, is a male elf 75 years old, who was abandoned when young and found brought to Riddleport.
Those who brought him, died long ago, and so Dublaine has lived a life of survival for a long time, until fellow street urchins took him under their wing and taught him the skills that meant he didn't starve.
With their help he rose to become their leader, for a time. But when the new head of the Thieves guild rose to power, he wanted only sanctioned thieves operating in his city. Though many of his friends went along with this, Dublaine used his rogue skills to survive not to hurt or harm people. But he knew that staying would only endanger his life, so he struck out into the big wide world. And found it to be an even scarier place.
He has arrived at Magnimar determined to leave his past behind him, and find new work and a new means to life that means he need not hide any longer. And he hopes that he might find his skills are of good use. After all why not send a thief to catch a thief. Although he wouldn't come out and admit he was a thief….
DESCRIPTION
Thin and tall, with an easy smile that doesn’t appear too often. Dublaine's hair is fair and silvery, but has dirty streaks in it from years of covering it so as not to draw to much attention to it. Now he tends to where it dark with a few silvery strands on either temple.
Though slow to trust, Dublaine is desperately lonely and keen to make new friends, though ever cautious to do so. He is slow to trust, but when he trusts someone he is loyal to the point of recklessness.
| Krojun Hora |
"Good point sir. My guess is that people would be scared, banding together in small groups, distrusting each other, perhaps random violence? But my point is that it would be worse if they discovered it themselves then they would never trust the Watch again. Don't you think that in the long run, it will be easier to provide safety for the citizens if the trust the watch?"
| Barin Orcbane |
| Captain Ilar Percival |
Grigory Reinhold
|
Bluff: 1d20 + 2 ⇒ (2) + 2 = 4
"Humanoid-made would be more accurate. Either way, it's quite impressive."
edit: Reinhold says quickly, holding a sign above his head that reads: "I'm trying to disguise my ignorance."
| Simza Caumlo |
| Lady Tracy Shannon |
Either way, You need someone to find and put the pieces together and to keep the team focused and on track, along with the library access and ability to move around in, and thus investigate, upper circles are the main things I can provide. I am decent in a fight, so I am not a liability either."
| Krojun Hora |
"I think we're almost saying the same Captain. An approach like the one you just referred to is more acceptable to me rather than intimidating people to silence."
Nazard, do you want this interview to continue? If not just ignore the part below.
"A question sir what are your plans for this unit, I mean, I saw the recruitment poster, but could you be more specific?"
| Arbanax |
"You indicated here that you hail from Riddleport. Tell me, Dublaine, what brings you to Magnimar?"
Dublaine, tried not to look nervous as he let his eyes come to rest on the grizzled looking captain over from him. "Work, eh sir!" He said trying the sound out for the first time. In Riddleport people were you lackies, scum or master or that's how it played out on the streets.
Dublaine saw the Magnimar was a different city altogether and he was rather looking forward to seeing if it was possible to start again, despite what he had been told.
As he looked at the Captains face, he seemed to be expecting more, trying to still his nervousness, Dublaine continued. "I work hard, I know how to follow instructions and I'm a fast learner." All true, given it was often a matter of life and death where he'd escaped from.
Dublaine waited as the Captain considered what he'd said.
Ab
| Nazard |
So here's where things stand at the moment, folks. We have eight strong applicants. The downside with using an in-character interview process is that I've grown attached to all of them, but eight is just too unwieldy a number for a pbp.
So I see three options:
1) cut two people. Really hard to do as they're all great, and you've all already invested time and effort into them. Would probably have to cut one fighter and one rogue to make party balanced. Hate this option.
2) run two games with 4 PCs each. Tough because the adventures were designed for 6PCs and there are some hard limits I can't reduce in terms of how hard the baddies are to beat (they need a minimum level to do their nefarious things). I could throw in a GMNPC character, which might help you out, given that most of you are completely new to PBP, so that if we lose the pace, I can give things a nudge. This would make two parties of 5, which should be able to survive (at least some of you).
3) the were a couple more PBP-seasoned players expressing interest way back at the beginning of this thread. I could recruit one of them each to join the parties as sort of PBP mentors. That way, you get a different perspective on PBP play besides my own.
Thoughts?
| Arbanax |
Hey tough call, I was last one on, so if you need to cut someone - I'll wait to a turn comes around again. As regards to what you do firstly I think you need to know what you can manage - esp if life gets difficult PBP tend to be the first casualties. Its your call, but I'll understand if I get dropped this time around.
Ab
| Weren Wu Jen |
If you're willing to add a few more players for Option 3, and are willing to run two games at once (brave, brave, GM), then that would make everyone happy.
BTW: You might want to PM those individuals that expressed interest, in case they stopped following this thread.
Just my two coppers worth.
EDIT: I do have to agree with Arbanax that the work load for two PBP at once might be too much. However, you're experienced with them already, so you know your own capabilities.
| Joana |
Actually, he'd be running three PbPs at once, as he's already running a MSI game, and I think he's nuts. It's hard enough to keep up with three different games, but running the same game three times with the same cases and NPCs in each one, I'd forget which group had talked to whom and found out what. :P
| Joana |
Possible fourth option: Start one group of 6 PCs now. When they've finished the first case, pick up the next group (with some new recruits) and start that game. Downside: Some people have to wait months to begin the game. Upside: Less chance the DM will forget which group was investigating Professor Plum in the Kitchen with the Lead Pipe and which was questioning Miss Scarlet in the Ballroom with the Rope, as each thread will be working different cases at different times. Also, lets Nazard ramp up to three games gradually instead of jumping in all at once. I've seen many PbP DMs start up one game, do a great job, get full of confidence, and decide to start 2 or 3 more at once; then they get overwhelmed and discouraged and end up dumping all the games.
| Nazard |
I don't mind Joana's fourth option, actually. I wouldn't even need to wait until the first case is all completed. I have run the same game three times before with another home brew. Yes, they all died, but it wasn't because of my burn out (though once the first game died, it was discouraging for the other two) and they all went on for a year+ before tanking. What killed those actually were updating different battle maps, as there was a fair amount of combat in that game, which is not the case in this one.
That being said, the invitation to two veteran PBP players was already extended and accepted, and I'm not about to go back on an invitation. Over time, natural player attrition may ease things up as well.
So what I'll do is this: start the two games and if it proves to be too much, will put the slower game on hiatus until the fast group finishes the first case, then let the other group play catch up whe the fast group takes a break, or role-plays some of the down time.
So with all that being said, I've broken the eight applicants into two groups of four. GM Kyle and Merck can have a look at those groups and fight among themselves which they want to join.
Group 1:
Rasil Bathbone - gnome bard
Barin Orcbane - dwarf fighter
Dwuręczny Wążdrań -half-elf hex crafter magus (haven't heard from him in a bit: not a hundred percent sure he's still interested: might just be hectic few days IRL)
Simza Caumlo -human oracle of life
Group 2:
Lady Tracy Shannon - human rogue/wizard (eventually)
Grigory Reinhold - human urban ranger
Krojun Hora -human fighter
Dublaine - elf rogue