MSI Rookie Squad Two (Inactive)

Game Master Nazard

MAPS


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Rasil Bathbone:

Rasil grabs the tools and begins working on the lock. Not long after he first inserts a pick he feels a tiny sting on his hand. A small needle has stuck him.


Lady Tracy Shannon:

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?"


Krojun Hora:
Percival nods. "Well, tell me something. If you, in your capacity as an MSI operative, discovered a lycanthrope in Magnimar, assuming you and your team successfully dealt with the monster, how would you handle the public relations side of things?"


Simza Caumlo:
"I would never underestimate the importance of fore-warning, nor of magical healing. Cure light wounds has saved my bacon more times than I care to count, though whoever came up with the ridiculous names for healing spells could do with some lessons in catchy nomenclature, don't you think?"


Grigory Reimhold:
"A city is, for all intents and purposes, a living creature. It has its moods, personality, life-sustaining systems. Tell me your impressions of the living beauty named Magnimar."


Dwuręczny Wążdrań:
"Dran. I can work with that. Flattery is an interesting tactic for a job interview. I hold no personal prejudices against folks from Riddleport, as I find people tend to find their own way and don't always just blindly follow along with others from the place of their birth. I'm curious, how would you tap into your Riddleport roots here in Magnimar? What styles of law-enforcement from your native city do you see as being useful to you here?"


Rasil's Response:
Rasil pulled his hand back, thinking to himself, Where's Marra when you need her? Aloud he said, "Ouch! Look first! Look first! She always told me to look first!"

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


Rasil Bathbone:

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?"


Rasil to the Captain:
"Well, I'd have to say that this was the first time I've had a crossbow pointed at me. I'll strive to be more poised in the future." Rasil said with a grin.


Barin Orcbane's reply:
"In not so many words... YES, although "motivating" and "head-smashing" go along nicely in my experience..."


Simza and the Captain:
Simza smiled at the Captain's question, giving a nod. "Yes... I have not much studied the theory behind spellcasting, my own being... divinely inspired; but what few I have heard of are informative, but unimaginative." she agreed "I guess that is what happens when things are passed down from stodgy old clerics and bookish wizards though."


Captain Ilar Percival:

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.


Rasil Bathbone:
Percival's eyes go distant for a moment, humour crinkling the skin around his mouth. "As I recall, the first time I had a crossbow pointed at me like that, I didn't carry even as much dignity as you managed. If you were a Watchman, you would have endured months of training to not leap behind a chair at the first sign of a crossbow. But the point of this team is not to find new Watchmen, nor train them to follow our rigid protocols. We have Watchmen for that. You keep your cool, even when I mock and tease. I'm certain that, with practice, your skills at picking locks will improve."


Barin Orcbane:
"I guess it depends on whose heads need motivating and whose need smashing. This MSI team will consist of a very diverse group of individuals. Some may not be warriors. Some may not even be comfortable with combat situations, but still useful and crucial to your success. Is that a problem for you?"


Simza Caumlo:
"Stodgy clerics and bookish wizards do have useful knowledge to pass on at times, however. I do have need to select a divine spellcaster for this group, but sometimes it's also nice to get the complete package: the spell casting, but also the training in knowledge and diplomacy that often comes from the stodgy clerics. What do you offer to compete with that?"


Krojun Hora:
"Alas, if only the masses could be trusted to keep sensitive information secret. One thing you'll find in life, Officer Hora, is that a person is an amazingly intelligent and resourceful creature, but people are just dumb herd animals. Say word did get out, coming from us no less, an organization of authority and credibility, that a werewolf had attacked a tavern girl in Beacon's Point. How do you think the situation would have unfolded."


Woops. Have to get used to changing that posting dropdown.

Spoiler:
Simza looked a bit sheepish at the Captain's reply, but nodded, not too discouraged. She had done her best to study and learn since she'd made the decision to join the watch, and though she hadn't predicted the formation of such a unit as the Captain was currently putting together it was certainly a good fit for her.

"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."


Captain Ilar Percival:
"I find you rather likeable Captain--the whole crossbow thing notwithstanding." Rasil said with a mischievous smile.

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!"


The Lady replies:
"While the knowledge is not in my head yet, I still have access to the library at the Stone and have learned my way around it quite well, in addition I am good at dealing with people. I had to help out with disruptive persons on occasion back home and I can handle the victim interviews, suspect interrogations, etc."
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

Lantern Lodge

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?

Grand Lodge

to Capt. Percival:

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."


DarkLightHitomi wrote:
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.


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.


Captain Ilar Percival:

"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's Reply:
Barin shrugs:"As long as they are decent people I don't mind shielding them. I understand you'll need some diverse skill sets at your line of work captain, I'm not dumb. In a perfect world everyone would be able to fend for himself, as Gorum intended, but unfortunately there are people too weak to defend themselves, and if you take me with you and help me find my uncle I'll help you and them when needed"


Dublaine:
Captain Percival eyes the elf sitting across from him up and down, pausing to scan the application form Dublaine filled out earlier. "You indicated here that you hail from Riddleport. Tell me, Dublaine, what brings you to Magnimar?"


Krojun Hora:
"Of course the citizens need to be able to trust the Watch, but in the end, it doesn't matter who spills the beans, what matters is that the people see the Watch handling it. In the specific case you mentioned, enough people seemed to buy the cover story that it wasn't a concern. Of course, the beauty of that particular cover story is that it wasn't a lie, or even an evasion, just an incomplete picture. If we had had to 'come clean', it wouldn't have been hard to show the people how the Watch had the situation under control."


Simza Caumlo:
"Knowledge in medicine, anatomy, and alchemy are all hugely useful skills in this line of work."


Rasil Bathbone:
"Burly types don't tend to think about stealth and subtlety when they bash doors down."


Captain Percival:
"True, true!"


Lady Tracy Shannon:

"Purple unicorn? I see. Well, that's useful I guess."


Grigory Reinhold:
"Well, I wouldn't call the Irespan man-made, as I believe it was built by giants."


Barin Orcbane:
"Just because somebody hasn't devoted themselves to learn weapon fighting doesn't mean they don't fight in their own way. Some fight with words, some with magic, some with just being there."

Grand Lodge

Capt. Percival:
"I suppose I should have been more precise in my wording," Reinhold says quickly, hoping to disguise his ignorance.
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 and the Captain:
"I certainly hope so Captain, or else that was a lot of wasted time spent studying them." she smiled as she made the joke. She hadn't quite put all her eggs in one basket, the skills would certainly be useful in other lines of work, but joining the watch had been as close to a life long dream as most people came.


The Lady replies to the Captain:
"Well, my intent was to display my ability to keep a straight face, but I should have gone with something...less fancy.

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."


Captain Ilar Percival:

"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?"


Someone said wrote:
"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


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?

Lantern Lodge

Option 3 seems best as you get players to play, but option 2 and will be more work however, so that's up to you.

I volunteer to assist if you find yourself swamped. I have run pnp games so that part is old hat.


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


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.


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


Hmm, well while I'm not one of the proposed ones for the chopping block, number 1 may just be best. It's a bit selfish but I'd prefer to see one flourish than two fail. That said if you are confident that you can run two campaigns starting concurrently definitely go with number 3 :)


Even though I am on the chopping block I am agreeing with Peanuts. I do not know what you are capable off, but in my opinion it is better to have 2 great games than 3 which are suffering.


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.


I think options 3 is the best if you are willing to run 2 different games at the same time. If you prefer to focus on a single game then option 2 is certainly acceptable.


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


Shiny! :D


For each group, what is the class/race composition?

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