Neuwold Urban Campaign

Game Master Rostam

A journey into the darker side of a city
Combat Map

Languages:

Taldan is the 'Common' trade tongue, pretty much everyone uses it, therefore we use English.
Azlanti ==> Latin
Varisian ==> Spanish
Chelaxian ==> Italian
Garundi ==> Hebrew
Keleshite ==> Arabic
Hallit ==> Russian
Mwangi (Polyglot, I guess?) ==> Sesotho
Mwangi-related ==> Igbo
Shoanti ==> German
Ulfen ==> Norwegian
Vudrani ==> Punjabi
Osiriani ==> Amharic
Skald ==> Icelandic

Tien (Tian-Shu, Lung Wa)==> Chinese Traditional
Dan (Tian-Dan, Xa Hoi) ==> Myanmar
Dtang (Tian-Dtang, Dtang Ma) ==> Vietnamese
Hon-La (Tian-La, Hongal) ==> Mongolian
Hwan (Tian-Hwan, Hwanggot) ==> Korean
Minatan (Tian-Sing, Minata) ==> Indonesian
Minkaian (Tian-Min, Minkai) ==> Japanese

Druidic ==> Welsh

Elvish ==> Bengali
Dwarves ==> Ukranian
Gnomes ==> Armenian
Halfling ==> Greek
Draconic ==> Macedonian

Orc ==> Czech
Goblin ==> Estonian
Gnoll ==> Kyrgyz
Giant ==> Yiddish
Ettin ==> Haitian Creole

Lizardfolk (or some reptilian race) ==> Telugu.

Sylvan ==> Gujarati
First Speech ==> Persian
Terran ==> Maori
Ignan ==> Nepali
Auran ==> Uzbek
Aquan ==> Lao
Aklo ==> Basque
Orvian ==> Malagasy

Celestial ==> Scots Gaelic
Abyssal ==> Yoruba
Daemonic ==> Marathi
Infernal ==> Javanese
Protean ==> Esperanto

Guild Politics:

Here are The Enlisted's relationships with other criminal organizations, as well as the main reason for the non-neutral ones.

The Enlisted

“Allies” – Iron Watchers

Good Neutral – Dark Side Smugglers, Blades Before Dawn

Neutral – Isle Smugglers, Free Striders, Gold Association, Eastern Commission, Crimson Legion, Dwarven Carta, Magi imperium

Bad Neutral – Elvish Shogunate, Jade Commission, Dust Guard

Feuding – Ivory Brotherhood, Chrome Plague

Points of contention with organizations you have bad relationships with:

Ivory Brotherhood – Fighting over the Wall Market district, also they dislike the Enlisteds acceptance of non-humans/halflings into their ranks

Chrome Plague – Due to alliance with Ivory Brotherhood

Elvish Shogunate and Jade Commission – You refuse to bend the knee to the elves

Dust Guard – They are fighting over the Dust Market with Blades Before Dawn, its nothing personal

Points of reason for why you have good relationships with these organizations:

Iron Watchers – The Enlisted keep the city at bay while they collect the protection fees. They have agreed to spring for discounted items for you as compensation

Dark Side Smugglers – You keep transport taxes low in return for low shipping/receiving taxes for yourselves

Blades Before Dawn – They were losing ground to the Dust Guard, but offered you a half cut in their conquests if you small amounts of aid and keep the peace between the two of you.


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If you want me to slow down or organize my posts differently or anything please let me know


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Let me know when the rouges have gone and it's vreni's turn


I will. Just need to get home to a laptop to do the round


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

didn't notice your note about flanking. sorry will fix next time


No problem, you might not even have a flank by your next turn so there's a chance I will have to do math anyway haha


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

I meant R3 in my attack roll


Kinda figured. Also, you aren't flanking in this instance. You only flank inf you are directly opposite or can draw a line from the center of your square through opposing sides of your enemy to the center of your ally (generally only a concern for reach weapon flanking).\

EDIT - I'll also note that you can edit a post for the first hour after you make it so you can just change the text next time if you want.


So given how this combat has gone, I would like to try something to speed the next one up if you guys are okay with it.

New Idea - The surprise round would happen as normal. Then once the surprise round is over it turns in to Players go Enemies go, with a few exceptions for significant encounters. To decide who goes first in round 1 I would average the initiative rolls from each side.

So the opening of combat would go something like this:

-----
Surprise Round Order

Mahkah---18
Enemy 1--15
Eva------14
Sterling-13
Enemy 2--9
Enemy 3--7
Vreni----6

Party Average = (18+14+13+6)/4 = 12.75

Enemy Average = (15+9+7)/3 = 10.33

Round 1 Order

Party
Enemies
------

It would definitely speed up combat once we get through the surprise round and I think that would help the game out more than the downsides would hurt it.

Downsides (My thoughts on each are in bracketed italics)

In the surprise round you only get a move or standard action, this makes it take a lot more luck to get off an important spell before all of the enemies close. (Not sure if this is a bad downside yet)

Perception becomes more important so that you can act in the surprise round before enemies close. (I think I would alter a rule or something so that perception only affects the distance at which the encounter takes place, not if you can act.)
.
.
.
.
If everyone could tell me what they think that'd be great


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

I like the initiative change. only getting a move or standard action in the surprise round really sucks for a slayer/assassin like me though.


Vreni Winthrop wrote:
I like the initiative change. only getting a move or standard action in the surprise round really sucks for a slayer/assassin like me though.

In normal pathfinder you only get a move or standard action in a surprise round, so that is unchanged. (Figured I would clarify that since you might not know)

The main drawback part that there is a lower chance of actions before closing to melee for the side that goes second in round 1 since the initiative order is not staggered. (This is the drawback I was addressing, not the move/standard action part)


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

Vereni, Im pretty sure you are only allowed to make one attack of opportunity per trigger event even with combat reflexes.


Eva is right. You only get to make one attack of opportunity when an enemy moves, not one per each square they move or use all of your attacks of opportunity at once. You also only make a single attack, not one for each weapon in hand (you can't two weapon fight for attacks of opportunity). I covered a few extra things than what happened here but figured I'd cover some extra stuff.

If you have any questions about it or want it explained better feel free to ask.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

oh that makes way more sense! I was like OMG this is so OP but i see how that would balance that out. nvm then


Unless someone decides to object, I am going to use the above proposed initiative method for the next combat to see how it goes. PbP really needs more heists/stakeouts/planned stuff than combats to be fluid and fast paced. Plus you only get XP for gold looted not kills.


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

I will be away on a trip to England from tomorrow to the 13th, so I will not be able to post any responses for the RP in that time.


Have fun in England


Copied from another PbP I'm in -

Because this is a PbP, we have the opportunity to use neat scripts and that sort of thing for different languages. For this campaign, we will use those languages that can be found in Google Translate. When doing so, for audible speech, use the Latin-alphabet phonetic translation (typically found underneath the box in which the script translation appears) so that we can read what it sounds like. If, however, the conversation is telepathic, mental, or if the words are physically written down, use the language's own script, if it has something else (Arabic, the Cyrillic alphabet, etc.), which is usually found inside the translation box.
Taldan is the 'Common' trade tongue, pretty much everyone uses it, therefore we use English.
Azlanti ==> Latin
Varisian ==> Spanish
Chelaxian ==> Italian
Garundi ==> Hebrew
Keleshite ==> Arabic
Hallit ==> Russian
Mwangi (Polyglot, I guess?) ==> Sesotho
Mwangi-related ==> Igbo
Shoanti ==> German
Ulfen ==> Norwegian
Vudrani ==> Punjabi
Osiriani ==> Amharic
Skald ==> Icelandic

Tien (Tian-Shu, Lung Wa)==> Chinese Traditional
Dan (Tian-Dan, Xa Hoi) ==> Myanmar
Dtang (Tian-Dtang, Dtang Ma) ==> Vietnamese
Hon-La (Tian-La, Hongal) ==> Mongolian
Hwan (Tian-Hwan, Hwanggot) ==> Korean
Minatan (Tian-Sing, Minata) ==> Indonesian
Minkaian (Tian-Min, Minkai) ==> Japanese

Druidic ==> Welsh

Elvish ==> Bengali
Dwarves ==> Ukranian
Gnomes ==> Armenian
Halfling ==> Greek
Draconic ==> Macedonian

Orc ==> Czech
Goblin ==> Estonian
Gnoll ==> Kyrgyz
Giant ==> Yiddish
Ettin ==> Haitian Creole

Lizardfolk (or some reptilian race) ==> Telugu.

Sylvan ==> Gujarati
First Speech ==> Persian
Terran ==> Maori
Ignan ==> Nepali
Auran ==> Uzbek
Aquan ==> Lao
Aklo ==> Basque
Orvian ==> Malagasy

Celestial ==> Scots Gaelic
Abyssal ==> Yoruba
Daemonic ==> Marathi
Infernal ==> Javanese
Protean ==> Esperanto


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Studied Target: A slayer can study an opponent he can see as a move action. not that it matters since I apparently cant see him.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

can i try and make an acrobatics check to get to L11? or is there no way to get over/around them?


Whoops read that wrong. And yes you can try an acrobatics check to move through a creatures threatened spaces or through its own space.

Here is the link to the acrobatics page Link

You can look at how the DCs are made and be better able to judge your ability to make them. Characters should have a good idea of what they're capable of, so feel free to read up on how any of the DCs for stuff are calculated.


I think I am starting to get the hang of this PbP DMing thing. If anyone has any comments/suggestions on stuff you think would be nice to change then I'm all ears.


Here is the XP table for this game. Since 1 GP = 1 XP its just the wealth by level table. Whenever you level up please let me know.

2........1,000 gp
3 ........3,000 gp
4 ........6,000 gp
5 ........10,500 gp
6 ........16,000 gp
7 ........23,500 gp
8 ........33,000 gp
9 ........46,000 gp
10 .......62,000 gp
11 .......82,000 gp
12 .......108,000 gp
13 .......140,000 gp
14 .......185,000 gp
15 .......240,000 gp
16 .......315,000 gp
17 .......410,000 gp
18 .......530,000 gp
19 .......685,000 gp
20 .......880,000 gp


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

This refers to earned money not starting out money right?


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Dm Eyes only please:
what is security like at the Winthrop Manor? On a scale of 1 to 10 how difficult would Vreni believe it to be to infiltrate, assassinate Landon and Sharpelle and get out with a ton of Gold?

Where about's is the cult of Panacea? we should probably decide whether Vreni is still a member or not. I was thinking she still would be but I'm not sure what her responsibilities would be as a member.


Yes, earned money only. Basically just count what I tell you to when I give you XP, I just showed the table so that you'd know when you would gain levels.

For Vreni:

Winthrop Manor would be in the Noble's district, so the area would be regularly patrolled by the City Guard under normal circumstances and is now likely also patrolled by the Hell Knights. Actual Manor Guards would number around 8 to 20 as per most nobles houses.

Most nobles would also have the services of a level 2 to 5 wizard/sorcerer/cleric at their disposal. The caster may not be a live in member of the estate but they likely cast long duration protective or observation magics on the estates.

As for the cult of Panacea, you could not openly worship her in the streets, it would be a very underground religion. What the cult does exactly I would prefer to work out between the two if us.

Also, I want to confirm you want to be a MEMBER of the Cult and not just a WORSHIPER of Panacea. As a worshiper you could go to the location of the cult, pray, purchase/sell services to the cult etc. As a member of the cult you would have duties to perform, most likely poisonings, assassination, framings, etc. You would also have a form of dues to pay. In return the cult would supply you with items, payments etc.

So if you want to be a cultist send me a frame work for how you think they would work. And note that this would be A cult of Panacea not THE cult of Panacea. There are many religions per god in my world.


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

Is earned money equal? So wouldn't we all level at the same time?


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

dm:
I think Vreni would be a member since they took her in off the street. I'm fine paying dues and doing jobs for them. Could the jobs I do for my cult overlap with the ones from the Enlisted? I'll send you a write up on how i think it might function.


@Sterling - So far I have assumed the money will be split equally after selling the onyx stones and items from the thieves you killed.

But it may not always get split evenly or one of you may pick up some extra loot along the way or something.

The main reason that I divide up the gold as XP and tell you is that I am not keeping track of how much I am giving as a running tally. Its easier for me to simply tell you what you earn as you earn it and have you guys track it. If you guys would prefer to simply level up together then only one person need track the gold earned at tell me when you guys hit 4 x the amount listed in the table above.

I'll leave it up to you four how you want to do the leveling. I would suggest using a google sheet to track all the loot and record the post # I give it to you in so its easy to keep track of.


I am pretty busy this week which works well for you four as its a planning session at this point.

If you have any questions about locations/people/potential targets then ask away so I only have to create what you are interested in. Also I will let you know general difficulty based on knowledge rolls and the like to you don't go somewhere too too difficult. Your characters would know what they couldn't handle in my opinion.

Good luck planning


Here is the result of the knowledge rolls:

The two of you (Eva and Vreni), can think up a few dozen places that might be sufficiently low security for you to attempt a heist on in the Noble District. The closest ones are along the east side of the wall near where the safe house is. (The poorer nobles live along the wall)

By "poorer" noble I mean they still own land outside the city, but they can not generally hold significant parties/events and most of their wealth is in assets and not gold hidden in a vault. They do however have the requisite jewelry, clothing, weapons, and other assorted 'status' items to not shame themselves.

These 'poor' nobles also generally have 2-4 guards on during the night shift and 1-2 during the day shift. They will definitely not have an on staff caster thought hey will still be able to afford the spell casting services of level 1 to 3 spells, with an occasional (once every 15-20 years) saving for making some of those spells permanent.


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

sorry I haven't been posting been very busy with work and reports to write as well as all the preparations for leaving Japan so give it a few more days and I'll go back and start posting and contributing again


no worries I think all of us (except maybe Vreni) kind of figured that already. Thanks for the update though


Bump. Is anybody waiting for anything to proceed? Or is plan making just more difficult in text than in person?


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Ya plan making is difficult in text but ya im good to proceed if everyone else is


I'll update the game tomorrow. Got an actual game to prepare for tonight.


Bump. Just so you are aware my newest post in on a new page so you might have to navigate to it


I will be unavailable from June 3 to 11 due to racing in a mini baja competition. I will try to check in from time to time but don't expect much from me.


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

Sorry for the long stop in posts at first it was because of transitioning back to western life but that took about a week after that in truth it was just breath of the Wild to fun to stop but I'm back and have read through all the game posts so I should be able to contribute(sorry for making you take my actions Rostam)


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

trying to get a grasp of the combat map and heights in a 3d space do you think you could make a legend for the colours so I know what I can get a better Idea of What I am looking at? I know it would likely make sense had I been looking at it the whole time but I can't make heads or tails out of it and how it would be represented in 3d space for the walls and such


I updated the map with a legend. I also changed the numbers in the top right hand corners of each building from the 'height of the buildings in stories' to the 'height of the buildings in feet'. That should make it easier to conceptualize the height differences.

I also included a number on the wall to indicate that the wall is 10 feet high.

I will also be referring to buildings as being in the square that their elevation is written in, so as not to have to give ranges of cells.

@Mahkah - You feel you would probably be out of sight behind the 25' high building at U13.

Oh an I didn't put it on the map but G1-G4 are guards you can see.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

can I try and unlock the window again?


@Eva - You can try to unlock it again, you didn't seem to notice anything break or any other indicator that it's not possible.


@Vreni - For critical hits in pathfinder you have to roll a second attack roll to confirm it, they don't auto-crit like in 5th edition. You also roll damage and add non-precision bonuses twice.

Example vs AC 10:

Attack Roll: 1d20 + 10 ⇒ (1) + 10 = 11 My weapon apparently has a crit range of 1-20 haha
Damage: 1d8 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14 -- +3 is from strength, +1d6 from sneak attack

Seeing that I crit (yay for DM fiat, crit on a 1!!) I roll the attack roll again vs AC 10. If the attack hits I roll not precision damage again (sneak attack is precision damage).

Attack roll to confirm: 1d20 + 10 ⇒ (20) + 10 = 30
crit damage: 1d8 + 3 ⇒ (5) + 3 = 8

And I make liberal use of the preview button to check the numbers the whole time haha. The edit window sucks.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

okay cool cool! I will roll to confirm if someone is actually in the room


@Ravyn - Your stat block looks good, just two things:

1 - Since you have no strength bonus you might want to swap the composite longbow for a regular longbow. It will save you 25 gp.

2 - Your light load is 33 lbs so even though you're in light armor you will be slowed by your gear. I would suggest leaving some in the safe house.


Slayer Sniper/Human/1| HP 12/12| AC 16 | T 13 | FF 13 | Fort |Reflex +4| Will +2| Init +5| Perc +5

Lol, my bad. I put stats in before fixing them later and the other stuff reflects that. I have 14 str, and am under my load, I have kept track and updated my stats appropriately now to what they actually are.


No worries, looks good now. But I would still buy a normal long bow at this point since you did not put any strength bonus on it, its just a waste of money unless you really want the extra range.


Slayer Sniper/Human/1| HP 12/12| AC 16 | T 13 | FF 13 | Fort |Reflex +4| Will +2| Init +5| Perc +5

I am maximizing range, though I would like to ask if it would be possible to upgrade it later, or does that mean having to buy a new one?


You would have to buy a new one. To optimize your expenses I would get a normal longbow for now and when you have enough buy the composite longbow you want, then get either Mahkah or Exa to upgrade it to master work later with the masterwork transformation spell.


I updated the experience page without mentioning here. I have decided to do group XP, so I will keep track of the gold earned and post your XP in the campaign tab for you to see. The levels are in the spoiler in the campaign tab. For the online game its definitely easier this way than individual XP.

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