The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

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Ok, going for the wizard idea... really busy work wise, I'll get something together this evening.

Sunday's ok for me.


Coolio


I am great for Sunday.

Hmmmm...With Spaz going wizard, are we going to be too melee light? I've kind of grown fond on my lil goth halfling chick. I guess I could rebuild her and keep the the same story. The main problem is I would probably need to make a paladin of pharasma or an undead lord. Halflings are not the best at melee without a lot of feat investment.

Nighteyes will probably get a animal companion eventually if he stays ranger. Group thoughts?


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

I'm not staying ranger, your bard has a high AC, and we have a cleric who's also not totally terrible in melee, same for Vigilance. I think we'll be fine.

If anything we're a party of dex based weapon finessers+wizard.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Also, I'm ready whenever.


Baradlon"Nighteyes" Vontarfonel wrote:

I'm not staying ranger, your bard has a high AC, and we have a cleric who's also not totally terrible in melee, same for Vigilance. I think we'll be fine.

If anything we're a party of dex based weapon finessers+wizard.

Roger. You're definitely going to be our bad ass. I'll have to buff you up good!! I'm probably just fretting too much, but I am used to a GM that brings the heat. Of course, all my friends min/max/break their characters so he has too. I prefer old school/use smart tactics anyway. That is one of the reasons I was drawn to this E7 game. I'm just not used to being without a +5 (2d6+6+Power Attack) character. I always like to be the control/buff/heal guy.

:)


Don't worry about it.

There are 5 of you. The AP is written for a 4 player party. It may take my a little to find my legs on this one - making sure that I reconcile the the CL in the module to your party - but it should be fine. If you guys feel you want a melee? Wildebob said he'd play anything. I left the 6th player slot open for a reason.

The upshot is if you like your gothic halfling bard, play it - the goal is to have fun. I chime in regularly with this thread on character gen. because I enjoy being part of it - I use the experience to invest in you guys and get excited about your character creations.

Now there are some games, where I am happy to play anything, or a where I don't have a concept that I really want to play - In those games I chop and change. But there are other times when I have something that I am excited to play - and when that happens I hang on.

So please, at the end of the day, play to enjoy yourself. I can manage the rest.


GM Helaman wrote:

Don't worry about it.

There are 5 of you. The AP is written for a 4 player party. It may take my a little to find my legs on this one - making sure that I reconcile the the CL in the module to your party - but it should be fine. If you guys feel you want a melee? Wildebob said he'd play anything. I left the 6th player slot open for a reason.

The upshot is if you like your gothic halfling bard, play it - the goal is to have fun. I chime in regularly with this thread on character gen. because I enjoy being part of it - I use the experience to invest in you guys and get excited about your character creations.

Now there are some games, where I am happy to play anything, or a where I don't have a concept that I really want to play - In those games I chop and change. But there are other times when I have something that I am excited to play - and when that happens I hang on.

So please, at the end of the day, play to enjoy yourself. I can manage the rest.

Agreed!


I'll defer to you on the 6th. That will cause you more work and I am not sure it is needed.

I didn't realize the AP was built for four.


Eminem80 wrote:

I'll defer to you on the 6th. That will cause you more work and I am not sure it is needed.

I didn't realize the AP was built for four.

I think they all are.

Sorry, if I've made thing harder for you Eminem. Was initially leaning towards a pally, but already running a similar character in another campaign...so the eccentric wizard idea won out.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

All APs are built for 4, 15 point buy characters. I agree that we'll be totally fine, especially since we have a healing focused cleric and a bard.


I like the 5th player. Its a buffer for losing 1 and it allows for characters like the monk or bard or for sub-optimised choices.

Chime in as players on what you want.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

I'm totally fine with five. Six works too as long as everyone posts. It essentially just more work for the DM. If you want to take on the work of a sixth player, I'm fine with the group having more firepower.


Spazmodeus wrote:
Eminem80 wrote:

I'll defer to you on the 6th. That will cause you more work and I am not sure it is needed.

I didn't realize the AP was built for four.

I think they all are.

Sorry, if I've made thing harder for you Eminem. Was initially leaning towards a pally, but already running a similar character in another campaign...so the eccentric wizard idea won out.

Not at all brother!!! I'm glad you picked the one you "felt" more. I love that we all have characters we want to play. The RPing should be awesome. My bard will be quirky too. Haha

Five is my vote.


Okies, polish up your characters, finalise equipment and think of anything else you may want to add or change.

I'll be avail for questions, other than that? See you Sunday.


Male Tiefling (Daemon-Spawn) LN Investigator 1 | AC17 T13 FF14 | HP9/9/[9] | F+0 R+5 W+2 | Init+3 | Perc+5 | Sta10/12

Looking forward to this.

As far as Vigilance in melee goes, he should be fine. One of the bonuses of being an investigator is I can have him cook up some more buff-type potions for himself if it looks like we're going to need stronger fighters.

Of course, none of this will matter if he's lynched before the end of the first scene by angry villagers.


Not a complete bastard here so don't worry about casual lynchings though I will let the setting have its way if its disregarded. Its a thematic backdrop for you to play against... with teeth.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

May I present the unlovely, yet talented goth Halfling Lament...

Lament's Story:

Talulah Duskbreeze was born to a Halfling harrow card reader. She was beautiful from birth just like her mother. Her rosy complexion and emerald green eyes combined with her head full of black hair set her apart from the other children who had been born to the gypsies for the past decade. Things were queer with the child though. As she grew from infancy to childhood, she did not act like all of the other girls. She had no desire to play with dolls or fix her hair. As a matter of fact, her hair was usually unkept and dirty. Instead of girly things, she wanted to play with worms and fool around with dead animal carcasses.

The other children kept their distance from the weird little Halfling. Talulah didn’t seem to mind though. She rarely even noticed that she was different. She became even stranger after getting a hold of a holy book of Pharasma during one of the caravan’s trips to Ustalav. She spent weeks reading and learning about the Lady of Graves. This got her interested more into the occult and she soon traded almost all of her possessions to get her hands on as much literature of Pharasma, the undead, and the afterlife as she could find. Departing from the common Varisian faith of Desna, Talulah was ostracized even more. While the other gypsy girls were getting colorful butterfly tattoos on their shoulders, Talulah was having her lips and eye lids tattooed in jet black ink to match her hair. By the time she was a teenager, her arms were covered completely with occultic imagines including skulls and the dead. Her mother was the only one who would treat her with kindness. She did have the gift of harrow reading though and apprenticed with her mother. This helped their awkward relationship. Her favorite hobby was playing her drum. She would sit by herself at night and practice for hours.

Her life took a major turn one night when her caravan was attacked on the way to Caliphas. A tree trunk had fallen in the road and several men were attempting to move it out of the way when dark figures began to drop from trees. Within seconds, a scene of absolute horror unveiled as hooded figures descended on the gypsies. With no apparent weapons, the hostiles tore flesh with their hands and fangs while moving around with supernatural speed and strength. Mesmerized, Talulah stood in awe at the scene. Instinctively, she began to tap her drum to a mournful rhythm. Surprisingly, she was not afraid. Instead, she was absorbed in the moment. When it came her time to die, she stared admiringly at the vampire spawn who was approaching. She continued to play her solemn tune as she awaited her turn to enter the afterlife. A voice interrupted her worship though…

Not zat one. zere iz zomething about her. A large male vampire stood over her covered in bloody flesh. With a fanged smile he added, Tiz a beautiful zong little one. He bent over and kissed the young halfling leaving the taste of her companions' blood on her lips and tongue. When she opened her eyes, the vampires were gone and Talulah was left standing alone in a lake of blood and body parts. She stood for what seemed like hours before collecting her possessions including her mother’s blood soaked harrow cards and beginning the long walk to Caliphas. She also took her mother decapitated head, which she later had the skull carved into a new drum.

The next few years were good in the big city. Between harrow reading and performing at funerals; Talulah, now known by the stage name Lament, had the means to live comfortably and study her passions: life, death, and the undeath that exists between the two. She was even more thrilled when she met an expert on the subject, Professor Lorrimor. He had approached her in Caliphas for a harrow reading. The professor took to the creepy little Halfling quickly and they developed a friendship. He would often have her come visit him and exchange his knowledge of the undead for a harrow reading and some of her mournful music. It was said more than once that the professor was as relaxed as anyone had ever seen him while listening to Lament’s songs. He would eventually become the only friend Lament had ever known, besides her mother.

When she received the summons to his estate, she feared the worst for the last time she had read the professor's cards the crow had turned up. She now packs for journey to his estate...


Good background. While you've answeed in your background much of what I asked for please also full out the questions I asked at the bottom of the character creation page.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
GM Helaman wrote:
Good background. While you've answeed in your background much of what I asked for please also full out the questions I asked at the bottom of the character creation page.

Finished:

Crunch:
F Halfling Bard (Dirge Bard) 1 - Age 25

N Small Humanoid (halfling)

Init +4; Senses Perception +6

--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+4 armor, +1 shield, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +3; +2 vs. fear

--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 (1d3+3/19-20/x2)
Scorpion whip +4 (1d3+3/x2)
Ranged Light crossbow +4 (1d6/19-20/x2)

--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
*Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
*Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
*Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
*Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Fearless +2 racial bonus vs Fear saves.
Mother's Harrow deck +1 to Profession: Fortune-Teller or Profession: Medium
Helpful Halfling +4 Aid another

Special Attacks bardic performance (standard action) (7 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13), bardic performance: inspire courage +1

--------------------
Spells
--------------------
Bard (Dirge Bard) Spells Known (CL 1):
1 (2/day) Cure Light Wounds, Saving Finale (DC 14)
0 (at will) Disrupt Undead, Detect Magic, Dancing Lights, Mage Hand, Message

--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 10, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 12

Feats
Weapon Finesse

Traits
Helpful Halfling: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Harrow Born: You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.

Two-World Magic: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells).

Drawback
Paranoid: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Skills
Acrobatics +1
Bluff +7
Climb -2
Diplomacy +7
Escape Artist +1
Knowledge (arcana) +5
Knowledge (dungeoneering) +1
Knowledge (engineering) +1
Knowledge (geography) +1
Knowledge (history) +1
Knowledge (local) +1
Knowledge (nature) +1
Knowledge (nobility) +1
Knowledge (planes) +5 (Campaign)
Knowledge (religion) +5
Perception +6
Perform (percussion instruments) +7
Profession (fortune-teller) +5 (Campaign)
Ride +1
Stealth +5
Swim -2
Use Magic Device +7

Racial Modifiers +2 Perception

Languages Common, Halfling

SQ bardic knowledge, fearless

--------------------
Gear/Possessions
--------------------
Location: On persons
Carrying Capacity Light:24.75 lbs. Medium:25-49.5 lbs. Heavy:50-75 lbs.

Money: GP 14, SP 5, CP 0

Lamellar leather armor 12.5 lb
Buckler 2.5 lb
Dagger .5 lb
Light crossbow 2 lb
Bolts x20 2 lb
Scorpion whip 1.5 lb
Backpack (7 @ 3 lbs): Blanket, Chalk, Mother's Harrow deck, Ink, black, Inkpen, Musical instrument (Skull Drum), Rice paper (2), Scroll case (2 @ 0 lbs), Signal whistle, Waterskin

Total Weight Carried 24 lb


Lament's Story:

Talulah Duskbreeze was born to a Halfling harrow card reader. She was beautiful from birth just like her mother. Her rosy complexion and emerald green eyes combined with her head full of black hair set her apart from the other children who had been born to the gypsies for the past decade. Things were queer with the child though. As she grew from infancy to childhood, she did not act like all of the other girls. She had no desire to play with dolls or fix her hair. As a matter of fact, her hair was usually unkept and dirty. Instead of girly things, she wanted to play with worms and fool around with dead animal carcasses.

The other children kept their distance from the weird little Halfling. Talulah didn’t seem to mind though. She rarely even noticed that she was different. She became even stranger after getting a hold of a holy book of Pharasma during one of the caravan’s trips to Ustalav. She spent weeks reading and learning about the Lady of Graves. This got her interested more into the occult and she soon traded almost all of her possessions to get her hands on as much literature of Pharasma, the undead, and the afterlife as she could find. Departing from the common Varisian faith of Desna, Talulah was ostracized even more. While the other gypsy girls were getting colorful butterfly tattoos on their shoulders, Talulah was having her lips and eye lids tattooed in jet black ink to match her hair. By the time she was a teenager, her arms were covered completely with occultic images including skulls and the dead. Her mother was the only one who would treat her with kindness. She did have the gift of harrow reading though and apprenticed with her mother. This helped their awkward relationship. Her favorite hobby was playing her drum. She would sit by herself at night and practice for hours.

Her life took a major turn one night when her caravan was attacked on the way to Caliphas. A tree trunk had fallen in the road and several men were attempting to move it out of the way when dark figures began to drop from trees. Within seconds, a scene of absolute horror unveiled as hooded figures descended on the gypsies. With no apparent weapons, the hostiles tore flesh with their hands and fangs while moving around with supernatural speed and strength. Mesmerized, Talulah stood in awe at the scene. Instinctively, she began to tap her drum to a mournful rhythm. Surprisingly, she was not afraid. Instead, she was absorbed in the moment. When it came her time to die, she stared admiringly at the vampire spawn who was approaching. She continued to play her solemn tune as she awaited her turn to enter the afterlife. A voice interrupted her worship though…

Not zat one. zere iz zomething about her. A large male vampire stood over her covered in bloody flesh. With a fanged smile he added, Tiz a beautiful zong little one. He bent over and kissed the young halfling leaving the taste of her companions' blood on her lips and tongue. When she opened her eyes, the vampires were gone and Talulah was left standing alone in a lake of blood and body parts. She stood for what seemed like hours before collecting her possessions including her mother’s blood soaked harrow cards and beginning the long walk to Caliphas. She also took her mother decapitated head, which she later had the skull carved into a new drum.

The next few years were good in the big city. Between harrow reading and performing at funerals; Talulah, now known by the stage name Lament, had the means to live comfortably and study her passions: life, death, and the undeath that exists between the two. She was even more thrilled when she met an expert on the subject, Professor Lorrimor. He had approached her in Caliphas for a harrow reading. The professor took to the creepy little Halfling quickly and they developed a friendship. He would often have her come visit him and exchange his knowledge of the undead for a harrow reading and some of her mournful music. It was said more than once that the professor was as relaxed as anyone had ever seen him while listening to Lament’s songs. He would eventually become the only friend Lament had ever known, besides her mother.

When she received the summons to his estate, she feared the worst for the last time she had read the professor's cards the crow had turned up. She now packs for journey to his estate...

Questions:

How do you know the Professor? Met him while reading his fortune with Mother's Harrow Cards.

How close was your relationship and for how long? As close as a recluse can get to a kind old man. My only friend. I have known the professor for about 5 years.

Why do you think, he chose to think of you among the many hundreds that he had worked with or had known? He trusted me because he knew that I was loyal. What you see, though it is rather shocking, is what you get.

Why are you in Ustalav? I live in Caliphas

Do you live here? Yes

What are you doing for a living ? Reading fortunes and playing my drums at funeral and wakes.

What drives you? What are your passions and what are your goals? To learn more about death and the existence that exists between the two. Provide others with a glimpse into their future through Harrow readings.

What do you fear? Nothing really

What do you hate? Holier than thou people who impress their values on others.

Do you have any secrets? <looks around and then whispers> My drum is actually my mother's skull. I ask her for advice.

What is your appearance and how do project yourself to others? I am 3'2 and weigh 42 pounds. I have a gaunt complexion like my mistress the Lady of Graves and have black tattooed around my eyes and lips. As a matter of fact, both of my arms are covered from shoulder to finger tips in death tattoos. I wear light leather armor, but it is covered with black, leather full length trench coat. I wear a black leather top hat. I also wear finger-less black gloves and black leather shoes whose toes curl up in the front to a point. I do not trust others and the seem to leave me alone until they need to know about their future. Sometimes they look at me funny for no apparent reason.

Finally come up with 2-3 personality quirks
1) I talk to my Mother's Skull which is now my drum
2) I am nosy with other peoples things
3) I have very little ability to read social clues and I often hurt people feelings with my bluntness

See you all Sunday! I will check in periodically if anyone has any comments on my info. Cheers!


Whew! crazy work day.... Got most of my cruch done, will whip up backstory and answers tomorrow.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Ok here's my wizard, need to clean up my cruch layout a bit.
Let me know if I need to change anything GM :)


Okay. The undead mouse is wierd but I like these little touches.

First real channel of undead will de-animate it. Even with a save that's gonna take 1 pt damage. That said? You've piqued my interest. I'm going to allow you a choice at some later point to change your school to necromancy. How you play it, if you do it and if its for good or I'll is entirely upto you.

Two knowledge skills: there is no knowledge: Undead. Take know religion. That and know history would be good fits. There is no knowlge: Necromancy either. It's just know: Arcana


Simeon, what university? Lepidstadt or the quarterfax archives of Caliphas?


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

:) Thanks
I'll fix up those knowledge skills....

Yeah, I'm not even sure why he carries around that mouse ;D
That necromancy choice sounds like it'll be a doozy....can't wait :)


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1
GM Helaman wrote:
Simeon, what university? Lepidstadt or the quarterfax archives of Caliphas?

Caliphas


That said I am hoping for supporting RP and consistent adherence to campaign alignment guidelines.

Likely will happen end of pt 1.


Simeon Plavini wrote:
GM Helaman wrote:
Simeon, what university? Lepidstadt or the quarterfax archives of Caliphas?
Caliphas

Okies. Update your character. Looking forward to a good game chaps.


Final tasks all...

1/ Make sure you have a status bar
2/ Make sure your stability is in your status bar Stbl 12/[12] (or even San 12/[12] )
3/ change HP in status bar to this HP 12/(12)/[12]. - first number is your HP, the (#) is your injury adjusted max hps [#] is your actual max.

How does this work.

You take an arrow "hit" (more on this later) : 3hps

Your status is now 9/(12)/[12]. You've got 9 hps. If the battle ends you won't need healing spells or potions... You take 10 mins rest, put a cool cloth on the bruise or some salve or give it a rub, or have someone kiss it better, or whatever, adjust your armour some and you are 12/(12)/[12] again.

Lets say combat doesn't end and you get an unlucky crit (or fail a save) for 6 damage. That's an injury.

You take 6 off your hps and reduce your injured max hps by 6.

You are 3/(6)/[12].

A rest at this point will allow you a return to 6 hps. Your injury won't recover on its own. A heal skill check for treat deadly wounds or healing magic will remove some or all of that injury damage.

In combat it won't change a thing - you and your foe are still using hps. It's the post battle resource use / recovery mechanism that's changed. Your average cleric will be free to not have to worry about much except injuries, hopefully making him more useful than current game practices normally do and injuries are serious from a narrative and post battle recovery sense.

Which brings me to narrative.

I'll hand out the "damage" - how YOU describe it is up to you but on your action following recieving damage I'd like you to describe what happened.

Standard HP damage can be described as parries, being out of breath, glancing brushing or stunning blows, amour hits and even stuff like shield being knocked out of position or helmet being knocked askew or even off and puts a ringing in your ears. These blows are weakening your ability do defend against the lethal blow (ie the attack that drops you below 0) - have some narrative fun with this. Spells can be narratively described as scalds or a heat bloom that makes you cover your face a moment, mild frost burn or a chill that slows your muscles and your defenses, acidic odours choking you as they start to eat on your amour.

A few solid defaults are parries (may or may not have descriptors that include straining) or winding, ducks and dodges that strain or stress muscles), desperate footwork that leaves you in an awkward position and so on.

I won't penalise you for this narrative. AC won't change etc.

Injuries you should describe as more serious events and real wounds. A blade finding a past your guard or finding a gap in the armour, burns that blister and eat away flesh, real frost bite etc.

Okies, will post something soon - a prelude.


Simeon:
Good job on you background. I am looking forward to RPing with you. One quick question: You are not planning on throwing your arcane bond are you? I don't think you can cast without holding your arcane bond. What if you are disarmed?


Ok - map link will open to your characters.

Its the best I could dig up from the program and I would prefer to use the top down view than the portraits.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Eminem:

Thanks, me too. This'll be fun:)

No throwing for that one.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

map works fine for me.


Male Tiefling (Daemon-Spawn) LN Investigator 1 | AC17 T13 FF14 | HP9/9/[9] | F+0 R+5 W+2 | Init+3 | Perc+5 | Sta10/12

I'm experiencing two issues that I mentioned in the d20 chat.

1. I only see a blank grid. No map.
2. I can't move the overhead view of Vigilance. Everything else can be manipulated.


Both are ok. I'll fix both when time is good


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

I see everything fine on D20. How much is the upgrade that allows you to access D20 on an ipad?

Lament has joined the game. I figured since she is an artsy bard (and over 1/2 of the party face with the cleric) that she should be an extrovert. Plus, it looks like the party has a few dark, brooding, and cerebral men!


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

A little something for Simeon: here

I'm registered on R20.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

are we sure that Lament is a halfling instead of a gnome? A bit tall and um, "unique" for a halfling...


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Jaru Toth wrote:
are we sure that Lament is a halfling instead of a gnome? A bit tall and um, "unique" for a halfling...

Oops. She is supposed to by 3'2". Typo. Haha. One of us needs to be an extrovert. She is a bard after all and the party face, though she may get the group in trouble with her words. She is nervous and desperately curious! I was afraid if I played an introvert that we would all be sitting alone acting aloof! I'll tone it down a bit once the action gets going. I promise. Bluff: 1d20 + 7 ⇒ (3) + 7 = 10

And she is a freak.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

I like it. We can't all be "BATMAN"! ; )

Jaru is very much going to be a stranger in a strange land. Definitely out of his element dealing with Ustalav.

and this is def NOT the type of halfling you find around Osirion! : )

Two words- Culture Shock.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

It makes sense to me as well, can't be carrying around mommy's head for a drum and be all bashful :)

Oh....and ...I...am ....batman !!!


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Jaru Toth wrote:

I like it. We can't all be "BATMAN"! ; )

Jaru is very much going to be a stranger in a strange land. Definitely out of his element dealing with Ustalav.

and this is def NOT the type of halfling you find around Osirion! : )

Two words- Culture Shock.

Haha! I like it. She is definitely a freak and doesn't comprehend social clues. That makes her even weirder. She will definitely need "help" to not be too out there with the locals and all of their superstitions or we may be in for some crazy encounters.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

I'm all for crazy encounters.

Simeon Plavini wrote:
Oh....and ...I...am ....batman !!!

or Ratman. I knows what it has in its pocketses!


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Jaru Toth wrote:

I'm all for crazy encounters.

Simeon Plavini wrote:
Oh....and ...I...am ....batman !!!
or Ratman. I knows what it has in its pocketses!

BAHAHAHA! I laughed out loud.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Jaru Toth wrote:

I'm all for crazy encounters.

Simeon Plavini wrote:
Oh....and ...I...am ....batman !!!
or Ratman. I knows what it has in its pocketses!

By the way, I like you describing her as an it. She would be a MAJOR culture shock for most, especially those from outside of Ustalav,


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

I will RP and let you call for the diplomacy next time OR would you rather me roll it and apply the roll when it is time, to keep the game moving? I could even spoiler the roll so you won't know the result until the right time. Your call of course!


It's all good for now... Lets play it by ear.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

If we are brawling, I would probably change my song to inspire courage instead of fascinate. I was attempting to keep us from fighting.

That sneaky tiefling!


Male Tiefling (Daemon-Spawn) LN Investigator 1 | AC17 T13 FF14 | HP9/9/[9] | F+0 R+5 W+2 | Init+3 | Perc+5 | Sta10/12

In my defense, I was attempting to make the fascinate work better by not pissing them off after Lament started. Vigilance wasn't going to stand by either way... whoops.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Vigilance Hall wrote:
In my defense, I was attempting to make the fascinate work better by not pissing them off after Lament started. Vigilance wasn't going to stand by either way... whoops.

Haha! Thanks for defending me. I am an innocent flower! I think it was going to come to this anyway. I cursed us with the 1 on my diplomacy.

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