The Hollow Man (Inactive)

Game Master trux


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Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

That looks pretty good. What do you use to make it?


Gimp.

Now featuring hills!


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Very nice.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Yup


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Very old school fantasy. I love the look gimp is your friend if you can use it. I've tried and sucked at it. I should get my wife to help. She was a graphic artist for nine stinking years. If anyone can figure it out she can.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

I can comprehend photoshop and illustrator, but the GUI for GIMP still has me confused.

*hats off to you sir* Makirut bows


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Once saw a guy who retooled Google Earth for his campaign. Pretty awesome, but I prefer the more old style look


Yeah it had to be gimp for me. I quit using pirated software many years ago and adobe stuff is too $$$.

So I'm actually feeling very ready to start you guys, now that I'm working on the map the modules I wanted to use slotted in really effortlessly.

I just need to get DoD off the ground first, if you recall that was always billed to start sooner (it's the tournament thingy.) I don't want to start them both simultaneously because I like to give a new game my full attention the first week while I figure out who's who.


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So DoD is slotted to begin June 1st. LC will officially commence June 8th. I will connect a gameplay thread before that and we can have a soft start over the weekend with introductory posts setting the scene and such.

We are officially beginning in Endhome with the party already together, so if you guys prefer to narrate in the gameplay thread how you came to form as a party and how you got to Endhome, we can do it that way.

I will introduce a hook or two over the next week, but you guys have already come up with a lot of good stuff so let's get some mileage out of it and kick off the gameplay with a bang!


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Can't wait!

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Eager, Brother/sister


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Yes yes yes yes yes yes...
don't want to seem too eager
lol


Do we still have Morrigan?


Mythweaver's Basics of PbP

Doomed Hero's Guide to PbP

Painlord's Advanced PbP

These are the guides I have found. You guys should check them out if you haven't.

Any other good one's out there?


I'm thinking about connecting the gameplay thread early while I have you guys interested and excited, I don't want to risk loosing any of this steam.

This might be a dumb question but what else would you need from me in terms of setting the scene before you would be able to start with introductory posts and so forth? I have some plot hooks/adventure seeds but if you guys already have come up with reasons for traveling to Endhome and banding together as a party I can save those and drop them organically in the gameplay...


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

How do you actually set up a game, as a DM?


You mean me personally?


Or do you mean like how do you set up a gameplay thread on the boards?


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

The second option. I think I'd like to do it eventually.


It's pretty much like creating any other thread. You create recruitment, discussion and gameplay threads in the respective forums, then you link them so they become one entity with the tab navigation as above^^

The campaign info tab is where the DM keeps relevant notes and stuff, and the players and characters show up in their respective tabs once they have posted in the gameplay thread.

Once you post in gameplay the game shows up in your own list of active games too, so you can always see when there's been activity.


Cian, I'm not great with numbers but anyway I crunch your stats are coming out to a 23 point buy for me?

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5
DM Grimmy wrote:

I'm thinking about connecting the gameplay thread early while I have you guys interested and excited, I don't want to risk loosing any of this steam.

This might be a dumb question but what else would you need from me in terms of setting the scene before you would be able to start with introductory posts and so forth? I have some plot hooks/adventure seeds but if you guys already have come up with reasons for traveling to Endhome and banding together as a party I can save those and drop them organically in the gameplay...

Maybe a map of Endhome? Failing that, just give us a setting where we will all be meeting inside Endhome, or wherever we will in fact meet up.

From there I imagine each of us can just stroll into the scene and begin trading jibes or what have you.


Ok sweet I have a map of Endhome, that's a can-do.


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Five str two dex five con two int one ws five ch +2 to st &ch for angelkin aasimar.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

I'm here. Just haven't checked in a bit due to it not starting for weeks.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:
DM Grimmy wrote:

It's pretty much like creating any other thread. You create recruitment, discussion and gameplay threads in the respective forums, then you link them so they become one entity with the tab navigation as above^^

The campaign info tab is where the DM keeps relevant notes and stuff, and the players and characters show up in their respective tabs once they have posted in the gameplay thread.

Once you post in gameplay the game shows up in your own list of active games too, so you can always see when there's been activity.

yes but how do you link them, and add the campaign tab? Does just happen? Sorry if I seem slow but I have not found any instructions on the boards.


That's what I figured Morrigan.

I'm thinking of starting early if you guys are down. It makes me too anxious having it on hold, I keep thinking what if I lose you guys?

@Cian, 5 points in Str should yield a 14, I think your sheet says 16.

@Chillstrike yeah it kinda just happens. They guess which recruitment and gameplay and discussion belong together based on thread titles and stuff. They ask you "is this right?". Or they let you do it manually, but they usually guess right. Campaign info tab, players tab, and characters tab just show up automatically.


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Yes +2 to str &ch for angelkin aasimar


Oh! I see, angelkin is different than normal aasimar. Gotcha. Thanks. Sorry about that.


Endhome Map

Doesn't look very informative at a glance but if you zoom in, it has numbered locations. So we can make a key. I have a table to roll on to see what the PC's already know about the city.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Cool. Thanks for sharing.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Thanks for the info grimmy.

So we have just arrived in endhome? Or have we been here a while?
Can you give us the city stats?

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Local(KN): 1d20 + 7 ⇒ (3) + 7 = 10
Looks Like Makirut just came in on a trading barge. Probably smells like apples or something.


OK so what I actually need is a Know:History and a Know:Local check from each of you (even if you don't have it trained.)

Then I have a third table called "Bardic Knowledge" I guess that was it's own thing in 3.5? So I guess Mak should make a second Know: Local roll on that table.


Karl Chillstrike wrote:

Thanks for the info grimmy.

So we have just arrived in endhome? Or have we been here a while?
Can you give us the city stats?

I think we are going to start on the Tradeway, midway between Bard's Gate and Endhome.

Endhome Info

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Eh, it's a fiesta either way.


Campaign Map

Check this map out to see the lay of the land.


Makirut wrote:

[dice=Local(KN)]1d20+7

Spoiler:
The most popular inn for adventurers is The Kings Road Inn, known locally as “Kings”.

Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

know local: 1d20 + 5 ⇒ (2) + 5 = 7

know history: 1d20 + 4 ⇒ (17) + 4 = 21 untrained


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

local: 1d20 ⇒ 18


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

history: 1d20 ⇒ 11


Karl Chillstrike wrote:

[dice=know local] 1d20 + 5

[dice=know history] 1d20 + 4 untrained

Karl History:
The three most powerful families in Endhome are the Quinchinos, the Pulantis, and the Gaspars.

Cian MacLir wrote:
[Dice=history] 1d20

Cian History:
Endhome is a Republic whose senators are pri- marily merchants.
Cian MacLir wrote:
[Dice=local] 1d20

Cian Local:
There are some caves in the hills north of Endhome where adventurers have occasionally gone to seek treasure.
Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

History(KN): 1d20 + 3 ⇒ (7) + 3 = 10
Okay thats for history.
Makirut wracks his brain for old lessons about Endhome

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Bardic Know(local): 1d20 + 7 ⇒ (10) + 7 = 17
There was something those traders from the East said.


Makirut wrote:

[dice=History(KN)]1d20+3

Okay thats for history.
Makirut wracks his brain for old lessons about Endhome

Makirut History:
Endhome's Wizard's Academy is famed for it's arcane library.
Makirut wrote:
[dice=Bardic Know(local)]1d20+7

Makirut Bardic Knowledge:
The remains of an ancient city are buried in the Duskmoon Hills north of Endhome.

Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Question to players. So did we travel together, or seperate? And by road or river? We could have all met as caravan/river boat guards. Not as traditional as meeting in an inn, but it works.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

Knowledge Local: 1d20 ⇒ 10
Knowledge History: 1d20 ⇒ 7


Morrigan Ebonfeather wrote:

[dice=Knowledge Local]1d20

[dice=Knowledge History]1d20

Morrigan Local:
Some well organized bandits have been waylaying merchants on the roads outside Endhome recently. A reward is being offered by Bragger Bondhome in the barracks for their capture or demise.
Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

I'm all for hitching a ride in on a trading barge or two

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