To Gaze into the Abyss (Inactive)

Game Master Dreaming Warforged

Dreaming Warforged's Wrath of the Righteous


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Welcome folks!

For now, let's get to know each other.


Male

Dalmien's player here, I have to say, I'm ecstatic to have benn chosen for this! Can't wait to get started!
Would you like us to introduce our characters specifically?


It might be useful to provide a short summary of main strength and development ideas.


Male

Well, Dalmien Smith is a habitudinally jolly fellow though his mood is quick to change. Despite that, he is a rather smooth talker and can charm the pants off of a proverbial demon - which you'd think might be useful for a courtesan in Kenabres, though he has little to show for it.

Dalmien has grown in maturity recently by accepting that his problems are dwarfed when compared to the collection of blights surrounding him. This has allowed him to gain some resolve, however it also means he has bottled up a fair amount of unresolved feelings. He also boasts a potentially unstable lineage mixing fiendish and daemonic blood...Who knows what this concoction might lead to?

For character progression, I'm thinking that he'll make his presence on the battlefield known as a "blaster with some charm". I'm also thinking of putting the Leadership feat to good use if is allowed in the campaign.


Thanks for the selection; I'm looking forward to it, especially to (eventually) going from a lowly beggar to a level 20/mythic tier 10 monk and hero of the realm!

Eamch is a fellow who has clearly fallen on hard times. Dark streaks in his veins and stains on jaundice on his skin denote a disease that ravaged him at some point in years past, and his atrophied muscles could have been those of a great warrior once upon a time. Now he is disheveled, dirt, wears little more than rags,and has a bindle stick over one shoulder.

Eamch Stone is a dwarven monk, but don't be looking for him to unleash a lot of damage. His archetypes give him a lot of abilities to buff his allies (with bonuses and rerolls) as he gets stronger himself. In combat, I'll see if I can get to flanking positions and either aid fighters or antagonize foes with maneuvers, stunning fist and such. He should have decent knowledge scores across the board. I am looking at the guardian mythic path to enhance him along those lines. I am planning to go as a monk through all levels, though I could go over for two levels of rogue if we find we need another trapfinder in the group.


Male

By the way, just to give a quick idea about posting time and posting frequency -

I can usually post several times a day and live in the GMT timezone.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Hi folks! Thanks DW for the selection. I'm excited to get to play this character, particularly as a mythic hero.

Zoresk is a fairly friendly young man, but he's frustrated by his current circumstances and his seeming impotence in the face of his allotted task. It's not uncommon to see him bludgeoning some poor piece of metal into shape while muttering some angry Hallit curses under his breath. He enjoys his work at the forge, but he feels his talents are being squandered and despair has begun to set in.

As far as how he works mechanically, Zoresk has the ability to hit things pretty hard, but he's also good at battlefield control. His favored weapon is the fauchard used as part of the nightmarish ritual he was forced to participate in. I intend to grab the improved and greater trip feats when I can, which will make good use of his weapon.

I'm planning to go down the Champion mythic route. Lore wardens are pretty good at combat maneuvers, so I'll probably grab the maneuver expert mythic ability at some point. I'm also planning to have Zoresk become a highly skilled crafter of weapons and potentially armor (including magical). This will probably include taking the legendary item path ability at some point.

Out of combat, Zoresk will be pretty decent at any Int-based skills (they're class skills for lore wardens). I'll probably be focusing on a few Knowledges (history, local, planes?), depending on what everyone else has picked. I'll also probably put some ranks in Intimidate when I get the chance.

Posting time for me is GMT - 8, but I have broad access to the computer at work to make quick posts.


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Barek is a bit distrustful of the whole Crusade, and it may be some time before he fully buys into the idea of saving the world or whatever. Definitely getting into the mindset of him already.

He'll likely be focusing on bluffing and feigning in combat, as well as getting into places he likely shouldn't be getting into. He's a big believer in duplicity is one of the greatest strengths.

I'll likely be focusing on him gaining mythic abilities that are more subtle and leave the enemy confused when it's drawing its last breaths. I do have a feeling he will be continuing the idea that he is perfectly harmless even after he buys into the whole Crusade.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Greetings all. Thank you for the selection GM Hope and Despair. I'm excited to be part of this!

Kord is a "Battle Cleric" build. I wanted to explore if a cleric can be as effective as a fighter (with self buffs). My hope is that he can serve in front line melee, while still providing the cleric's utility spells and out of combat healing. He's following the hierophant mythic path so I imagine he may shift from a combat focus to more of a support role as he gains in levels.


Great, thanks!

The campaign will start with a festival. You have been prepping for this, as the festival is usually the time when units announcing who they'll recruit in their ranks.

All of you, so far, have not drawn much (positive) attention to yourselves, and though you've tried, you're not so confident...

I would like to go a little beyond what's in the AP, and perhaps flesh out some of the crusading units and the crusader's life.

Could you help me by letting me know which unit(s) your character would have likely approached? Those could be racial-based (the Kyonin Leaves...), combat-style based (the Silver Charge...) or other.

No need to name them if inspiration is not around. It will help me though.

Also, let me know when your sheet is finalized. Please provide your best three skills.


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Where are these crusading units found? Like what source? Or are we coming up with these whole cloth?


Eamch is ready to go. His best skills are:

Perception: +10
Sense Motive: +8
Knowledge (arcana): +8
Knowledge (local): +8

Before long, his other knowledge skills will be up to +8 as well.


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Bluff and Disguise are tied at (+8). While Disable Device, Stealth, & Sleight of Hand are at (+7)


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

My top skills are my Knowledges (History, Planes, Religion), Appraise and Craft (Weapons) which are all at +6. Perception and Sense Motive follow up at +5. I'll probably be keeping Craft, Perception and Sense Motive maxed out. The knowledges are a little more flexible but keeping planes and history up make sense with my backstory.

As for the unit I'd be joining, (assuming we're making them up whole cloth) I'm thinking he'd probably approach some sort of primarily ethnic Kellid squad. Alternatively, he might join a group made up of fellow descendants of refugees.


Eamch will avoid all dwarven units. Instead, he'll look for a group dedicated to Puluru, or a mutt infantry unit that uses spear men.

I will probably keep Perception, Stealth and Knowledge (arcana) maxed out. He'll be putting points in other knowledge skills because at some point he will be going for the Kirin style feat path.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

My best skill is Diplomacy, +8, and then Spellcraft, +4 and Knowledge (arcana) +4.
Is the alias sufficient or would you prefer to construct a proper character sheet on myth-weavers or something similar?

Dalmien has no formal martial training, and he's decided to give this whole magic thing a go. He'd be looking for some sort of magic support squadron. He'd also be quite likely to join one where someone has the same rift warden Orphan mark as him.


Barek Leif wrote:
Where are these crusading units found? Like what source? Or are we coming up with these whole cloth?

I've put what's available on the Campaign tab, but that's not a lot. See if you like one of these, but feel free to define another.


Dalmien Smith wrote:

My best skill is Diplomacy, +8, and then Spellcraft, +4 and Knowledge (arcana) +4.

Is the alias sufficient or would you prefer to construct a proper character sheet on myth-weavers or something similar?

Dalmien has no formal martial training, and he's decided to give this whole magic thing a go. He'd be looking for some sort of magic support squadron. He'd also be quite likely to join one where someone has the same rift warden Orphan mark as him.

Profile looks good. No need for another sheet on MV or other.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Ok in that case, following in his lost love's footsteps, Dalmien would like to join the "Daring's Dervishes":
Daring's Dervishes
The one thing that the Dervishes crave more than adventure is attention. Led by the bombastic Malcom "Daring" Milner, tales of their exploits are usually spread with frightening alacrity. And if one is to believe the stories, they are both numerous and epic.
They are known to hire young and over-eager recruits and send them on various excursions with minimal training. Finding one of them is usually easy: one simply has to go to a Tavern and head for the loudest, most colourfully dressed group of individuals.


If I may, also let me know why you were refused (in your opinion).


Eamch is sure he's been turned down because he is clearly a beggar, and doesn't look strong enough to fight in extended conflict.

He could spend the platinum coin he was given to clean up and buy weapons and gear, but at this point it has taken on an importance to him as a talisman more than the value of the precious metal it is forged from.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

I think the group that Zoresk would have applied to is called the Sons of Sarkoris. As the name implies, this group is made up of almost exclusively Kellid who have blood ties to Sarkoris. They tend to keep to themselves, maintaining patrolling camps that mimic the preferred Kellid nomadic lifestyle. The group, despite its name, does consist of both men and women, but its entrance requirements are steep and require a strong working knowledge of survival outside of cities.

Zoresk was turned down for being "too soft". Having lived primarily in cities all his life, he lacks the "toughness" of his brethren. His lack of scars, attention to his appearance and inability to survive in the wilds all mark him as unworthy. That he's a potent fighter with much knowledge to bring and share seems irrelevant in light of the marks against him.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

On the several occasions thst Dalmien tried to approach the Dervishes, they did nit even acknowledge his presence. This is clearly due to his "reputation". As frequenters of taverns and brothels, they are quite aware that he is a courtesan. And seeing as they thrive thanks ti thwir image, they wouldn't let themselves be associated with a cheap prostitute.


Eamch Stone wrote:
Eamch will avoid all dwarven units. Instead, he'll look for a group dedicated to Puluru, or a mutt infantry unit that uses spear men.

Where can I find additional information on Puluru?


I saw her mentioned in passing in the player guide, then looked her up here.

If she doesn't really play any part in the AP, I can easily switch it to any deity that helps the story.


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Barek has unfortunately gotten the attention of the Eagle Watch a time or two and once applied (seeing as they realized that the world on this side of the ward stones Wasnt any safer or nicer), but he was a bit too close to the action for their tastes. Maybe it was being world wise but Barek resents that greatly.

He's heard rumors of the Rift Wardens, and has imagined a time or two that level of notoriety would be much appreciated in his life. He's never applied, since they seem to keep as many secrets as he does.


Eamch Stone wrote:

I saw her mentioned in passing in the player guide, then looked her up here.

If she doesn't really play any part in the AP, I can easily switch it to any deity that helps the story.

Thanks! No, you can keep her, no problem.

How about: Holy Order of the Aurora? for your Pulura's dedicated unit?


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Heal and perception are both +6. Climb/swim are +4.

Due to his insecurities, Kord will try to join the most renown regiment, just to prove that he is worthy. Certainly the paladins of Iomedae have multiple units that they lead. He aspires to join the most battle hardened of these - the 553rd Demon Slayers.


Hope and Despair wrote:

Thanks! No, you can keep her, no problem.

How about: Holy Order of the Aurora? for your Pulura's dedicated unit?

That sounds perfect!


Kordica Carraway wrote:

Heal and perception are both +6. Climb/swim are +4.

Due to his insecurities, Kord will try to join the most renown regiment, just to prove that he is worthy. Certainly the paladins of Iomedae have multiple units that they lead. He aspires to join the most battle hardened of these - the 553rd Demon Slayers.

Ok, I'll go with most renowned, but the units don't really have numbering yet. Perhaps if some general one day organizes them ;)


Knowledge (nobility and engineering) might be helpful early on. If no one can take them, it's no biggy.


Thanks for the tip. I traded out skill points in Escape Artist and Knowledge (local) for Knowledge (nobility) and Knowledge (engineering), bringing both up to a +8.


I'm about ready to go.

All set on your side?

What I ask when you start posting:

-please don't 'dot'. It's a pet peeve of mine. Instead, if you want to achieve the same result, post, then delete the post. You'll be able to keep track of the thread without the clutter.

-your first post should allow for readers to get a first sense of why you are here and what led you to this point.

That's it. Let me know you're ready and we'll start.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

I think I'm done with my profile, DW. I'm excited to start this game up. I'm still getting into my character's mind a bit, but that'll be ongoing as we play. :)


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Everything good for me. I have to admit, it's going to be quite an interesting game! It's the first time I've had a good concept for this AP, so I'm quite ready for all this.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

I'm ready as well. Fire her up!


Absolutely ready to go!


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Ready!


Great! You guys are on! Please remember my pet peeve :)


Hope and Despair wrote:


-your first post should allow for readers to get a first sense of why you are here and what led you to this point.

If you can, it would be much appreciated :)


Oh, and just a reminder: for now, you don't know each other, though you've seen each other around town.

Of course, you can't see much right now...

I'll wait for all of you to post once before going further.


Hope and Despair wrote:
Hope and Despair wrote:


-your first post should allow for readers to get a first sense of why you are here and what led you to this point.
If you can, it would be much appreciated :)

Thanks for this reminder. You caught me in time last night to delete the one post and replace it with something more meaningful. :)

Once some of the others have had a chance for their introductory posts, I'll do some in character talking to size up their situation as he can see it with darkvision.


Do we have our typical adventuring gear with us? Weapons, etc?


You'll know soon. Still waiting for Kord.


Please keep in mind that none of you has any idea what happened between the crowd roaring and you finding yourself underground.


Quick FYI. My posting tomorrow and Sunday will be limited as I'm visiting a friend who lives a few hours away.


Heads up: I'm on vacation from Feb. 5 to Feb. 18, and will most likely be unable to post at all.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Hope you had a nice trip DW, looking forward to starting up again!


I'm back! Will update in the next 12 hours.


Please correct me if I am wrong, but I didn't see anyone express an interest in the warhammer, so I'll have Eamch take it and one of the healing potions for now.

Shall we say the ring and other potion are with Zoresk?

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