The Road to Khel Zhad (Inactive)

Game Master MelvinVorthos


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Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

And off we go!


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Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check. Harrow Readings

Ready.

I have a suggestion that I ask my players to follow in the games I GM. When posting a dicebot roll, such as for an attack, damage, saving throw, or skill check, if there are no modifiers to what's on your character sheet/profile, you just write the post as usual: Longsword 1d20 + 4.

But if you are modifying the roll up or down, list the modification in the text part and add the modifier to the usual bonus.

Example: If you are attacking with a longsword, you get a flanking bonus and you are hasted, but you are also shaken, you would post it as

longsword, flanking, Haste, Shaken: 1d20 + 4 + 2 + 1 - 2

The reason this is helpful to the GM is if the GM notices that the player may have forgotten about a modifier, it is easier to tell than if the player just mashed all the modifiers into one:

Longsword: 1d20 + 5

Did he include the shaken modifier? The only way to check is to look on the profile for the usual attack bonus, add all the other bonuses in to see what it comes to. By putting them all in the post, the GM can know what was included without any extra effort.

Here is an example from a recent post in which the PC got modifiers for two spells and two feats.

Anyway just a suggestion. I generally do this when I post, even if the GM has not asked the players to.


Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check. Harrow Readings

I remembered that I added Discord app to my computer but when I had to reinstall the operating system, I never got around to re-installing it. It is used by one other PBP group. If you have it on your computer, it gives you a small notice when something comes in.

I also added the app to my cell phone. The cellphone app has a message which says, "Wumpus is waiting on friends."

Is that GM_Trifty or one of the other players in this game?

If not, what do I do to connect to the rest of you?

I can PM my discord user name and number.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Here is an invitation to the discord server.

I hope Wampus finds some friends!


Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check. Harrow Readings

I was thinking of making a last minute addition to Gitana's gear: 2 wrist sheaths, cost 1 gp each.

The item is listed as having a weight of 1 pound. This seems absurdly heavy for something made with a few strips of leather. I found an example of a leather knife sheath online that only weighs 0.16 lb.

Gitana is close to her encumbrance limit, so I don't want to get these if they really weigh a pound each. But I would argue they should only weigh at most 0.2 lb, not 1 lb. Thoughts?

She mainly wants the 2 to hold her wands to keep them handy and out of sight. I'm sure something could be made that would hold a wand that would weigh even less than something designed to hold a knife.

The rules also say drawing an item from the sheath is a move action and provokes an AOO. Can the drawing of the item be combined with a move action like drawing a weapon? If so, I'd question why drawing an item from a regular sheath does not provoke but drawing from a wrist sheath does, especially since they suggest you can move your arm in such a way that the item just drops into your hand.

Would you be willing to house rule these two points to be more realistic and consistent?

Thanks.


Perception +12 (+9 for Raziel) <> HP: 42/42

Gitana, have you considered the amazing Spring loaded wrist sheath or the Bandolier?

They are pretty decent ;)


Male Half-Orc Bard (Arrowsong Minstrel) 5 | HP: 41/41 | AC: 18, T: 15, FF: 13 | Fort: +4, Ref: +10, Will: +6 | CMB: +6, CMD: 21 | Init: +8, Perception: +11 | Spells: 1st (1/4), 2nd (0/2), IC (3/12)

I always include my situational bonuses/penalties on my rolls for that exact reason.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Sure, we can adjust the weight of the wrist sheaths to be .2 lbs. However I want to note that while I am willing to yield to appeals to realism when it comes to the weight of a piece of gear (and more broadly), this does not apply to weapons and armor.

Neither the spring loaded nor the regular wrist sheath will provoke an AoO.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Gitana's post on labeling modifiers is excellent. Thanks for that.


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*
GM Trifty wrote:
Gitana's post on labeling modifiers is excellent. Thanks for that.

I think I've set my combat macros to show the modifiers. Let's see what an attack looks like...

+1 Greatsword PA Rage Hit: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
+1 Greatsword PA Rage Damage: 2d6 + 8 + 6 + 2 ⇒ (1, 3) + 8 + 6 + 2 = 20 x3

Bahhh, that's nearly minimum damage!!!


Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check. Harrow Readings
Hedrak wrote:

Gitana, have you considered the amazing Spring loaded wrist sheath or the Bandolier?

They are pretty decent ;)

The spring loaded offers no great advantage as she mostly wants a way to keep the wands safe and handy but still be able to draw it during a move action so she can use the CLW wand in melee. The advantage of it being a swift action instead of incorporated into a move action is inconsequential.

Her main offensive weapon is her harrow deck coupled with magic. I'm assuming she has a belt pouch which contains the deck so she has it at her side at all times and can draw a card like drawing a dagger or getting an arrow or bolt out of a quiver.

GM Trifty wrote:

Sure, we can adjust the weight of the wrist sheaths to be .2 lbs. However I want to note that while I am willing to yield to appeals to realism when it comes to the weight of a piece of gear (and more broadly), this does not apply to weapons and armor.

Neither the spring loaded nor the regular wrist sheath will provoke an AoO.

Thanks. I won't be making arguments from real life with regard to weapons or armor for the simple fact that I know nothing about either in RL. I do teach physics so I occasionally do reality checks for things that can be calculated easily like falling times, speeds, etc., but I've never found much in PF or SF that seemed irrational. I've done some RP system designing myself so I know that the goal is not verisimilitude as much as play-ability that can be reasonably close to real events.

But when two similar items have significantly different game mechanics with no discernible basis, I'm willing to make appeals, although I'm happy to accept it when a request is denied.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds
Gitana wrote:

I've done some RP system designing myself so I know that the goal is not verisimilitude as much as play-ability that can be reasonably close to real events.

But when two similar items have significantly different game mechanics with no discernible basis, I'm willing to make appeals, although I'm happy to accept it when a request is denied.

I'm generally pretty permissive, and you're right that this case really does seem like an inconsistency. I will never penalize you for asking for something. I also like making my games more realistic, although this isn't a priority.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Map updated with more color coding.


Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check. Harrow Readings

I enjoy playing characters who employ the Harrow as I've been a life-long student of the Tarot and other similar decks of cards. I've done readings for people at parties and while I don't claim any psychic gift, I am often surprised at how accurate readings tend to be.

The first three cards of Hedrak's reading are not fudged by my familiarity with his background story. But the images and associations of the cards led to an assessment that seems spot on.

I had a similar character, an oracle who used the Harrow deck and worked in a large city as a fortune teller to the upper classes. Early in the campaign, she was at a party and after she had met an important guest, she pulled a card from her deck, just as a RP device. The card was the Snakebite, showing an assassin with green poison dripping from a dagger. I decided she would try to cast detect poison on him. His bodyguards saw her casting and leapt into action to prevent her from what they feared was an attack. Long story short, it turned out, completely unknown to me, that that guest was the target of an assassination attempt that night. So the cards sometimes see all!


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

Very cool! You can break a module with that sort of intuition going on!


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Glad you're getting a chance to play a character you enjoy!


Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check. Harrow Readings

I created a PFS version of Gitana about five years ago, but never got a chance to play her. So it's something I've wanted to do for a while. Getting to start her at 4th level is nice, since it can be frustrating dealing with the limitations of a low level starting character, particularly a spell caster. You spend most of your time trying to avoid getting killed after shooting your small wad of spells.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Looks like we may need to do some retconning of the Hedrak/Gitana situation. I think Gitana was posting the rest of the reading mainly to be able to move it along, not necessarily because that's what she would have said naturally in response to Hedrak. Sortof like predictive posting, or posting along multiple timelines, although I can't actually confirm this for certain. Basically, it's overwhelmingly likely that she would create that content at some point, so she wrote it just then because she wasn't sure how else to proceed.
At some point she read something that made her think that Hedrak was leaving, even though he wasn't. People get confused about stuff all the time, both Zordt and Norde were confused about the identity of some NPCs. I'm guessing that once confusion was cleared up for Gitana, she would have retconned so as to respond to Hedrak by giving her name, etc. I don't think it's a good idea for Hedrak to move forward with her response as is without first offering her the chance to retcon. To be clear, I'm not 'blaming' anyone in this situation, I'm just clarifying what's happened and explaining what I think would be best for all of us moving forward. Namely, to give Gitana a chance to retcon her response to Hedrak and then to proceed with that retcon in place.


Perception +12 (+9 for Raziel) <> HP: 42/42

Like I posted in Discord, for me it is all good.

Hedrak will not take offense, nor should he be entitled to - we are strangers, and Gitana really does not have to provide her name to someone she has only met 5 mins ago.

In fact, she is only wise not to ;)

We can roll as it is - game on!


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Looks like we're on hiatus for the weekend. Feel free to keep posting, I will check in regularly. I won't throw the adventure hook at you until Zordt is back.

In the meantime, how are our inventories?


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

I suspect that once we get a mission, we'll want to buy up some trail food, but not before that.

I'm good.


Perception +12 (+9 for Raziel) <> HP: 42/42

I think my inventory is up to date, but if you mean the spreadsheet... :P


Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check. Harrow Readings

If I misunderstood the flow of events, I'm willing to retcon. Basically, if Hedrak was not leaving before the reading was over, then Gitana would have responded differently to the offer of the drink and made small talk, giving her name. She volunteered her name to the previous client, so that's not a concern.

But I don't think it presents a problem as is. Misunderstandings by the players can result in PC misunderstandings. I'm happy to roll on so long as Hedrak's not going to hold a grudge when it comes time to work together. Maybe they just got off on the wrong foot. A little intra-party friction among the PCs can make things interesting, so long as it's not shared by the players.

I have played in table-top games where certain players were upset with the way other players played their PCs. Instead of working out the issue player to player, one player chose to have his PC tear into the other players PC. It was passive aggressive and I found it upsetting.


Perception +12 (+9 for Raziel) <> HP: 42/42

Yeah, Hedrak did not plan to leave before the end of the reading, but we do not need to retcon that.

It is a game, and we are here to play together, so no grudges like I explained before - Hedrak is fine with it, and the player is definitely not worried about the events ;)


Perception +12 (+9 for Raziel) <> HP: 42/42

And I just realized I never actually rolled the Knowledges.

14: Arcana: 1d20 + 7 ⇒ (1) + 7 = 8
17: Nature: 1d20 + 7 ⇒ (1) + 7 = 8
18: Nature: 1d20 + 7 ⇒ (20) + 7 = 27

Wow... I hope I got those 1's out of the way :P


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

Out of All of the knowledges, there were only a couple I could even attempt! It turns out that Norde simply isn't a "knowledge kinda guy."


Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check. Harrow Readings

I am always frustrated when I run a low level character who doesn't get enough skill ranks to spend on knowledge skills and I have to RP a character who knows very little about the things he or she is dealing with.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

I think that's one of the things background skills sought to address. I also agree that characters should get more skill ranks in general, especially at lower levels.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

It looks like it's almost time for a major decision. Assuming you are planning on starting to travel tomorrow, you're going to have to figure out which way you're going. The three obvious routes that jump out are

1) Take the river route. This will take you by some villages, which may or may not be beneficial. The river will make it practically impossible to get lost, and you might be able to walk on it, especially after about halfway through the adventure. Disadvantages are that the villagers could be hostile, that there are orcs in the White Mountains closeby, and that most of the route is along wilderness. It's also arguably the most 'obvious' route, so pursuit might be thrown off if you take another path.

2) Take the Old Road. This has the advantage of being a real road, so you'll probably travel faster, and like the river route you probably can't get lost. It's also shorter than the river route, and you won't have to deal with idiot villagers. The major disadvantage is that you have to pass by Ft. Thorpe, and that you are probably more likely to encounter traveling bands of orcs.

3) Go straight through the White Downs. This has the advantage of being the shortest path, although it is also likely the slowest unless you can find the roads that people used to use. Another major advantage is that there are fewer people and orcs. On the other hand, you might get eaten by undead, and there are fewer hiding places, so pursuers will have an easier time tracking you.

You can, of course, switch freely between different routes, or propose entirely different routes. There may be advantages and disadvantages I haven't touched on here. This is just a basic overview to set up your discussion.


Perception +12 (+9 for Raziel) <> HP: 42/42

With the snowfall I am inclined to suggest the road, after a first consideration.


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

Storm should be done by morning. Less snow if we stay in tree cover. Although, 1 foot of snow is still a lot.


Perception +12 (+9 for Raziel) <> HP: 42/42

Definitely a lot, if you are traveling for a day, with a weakened child, etc...

Wish I had something more to add, but I had success only on the same Knowledge roll you did Norde.

Hmmmm, actually we should try to get a cart, or a wagon. And some mules. What do you guys think? Should not be CRAZY expensive? Zordt can negotiate it for us with his charming personality :D


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

Norde can easily carry the boy through the worst parts of the terrain, if needed. Will isn't some useless waif, he's made it this far. A good meal, and a night's rest, and I'm sure he'll be good to go in the morning!


Perception +12 (+9 for Raziel) <> HP: 42/42

But... Are you saying we should go through the forest? Or that we have no use for a wagon? Or both? :D


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

Wagons are for merchants!


Male Half-Orc Bard (Arrowsong Minstrel) 5 | HP: 41/41 | AC: 18, T: 15, FF: 13 | Fort: +4, Ref: +10, Will: +6 | CMB: +6, CMD: 21 | Init: +8, Perception: +11 | Spells: 1st (1/4), 2nd (0/2), IC (3/12)

Link to Zordt's knowledge rolls which he shares freely with the party

Part of me wants to go through the White Downs because Zordt is aware of 3 separate peaceful resting places within it that aren't placed on the map, but I suppose going through a massive area rumored to be filled with undead isn't the best idea.

GM, could you update the regional map with our known information?


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

A spot with “safe houses” doesn’t sound bad though! There will be enemies in every direction, there may not be safe houses in every direction!


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

Hahahah, Pesht is great, but it has been wiped out! Glad you got that second one!


Perception +12 (+9 for Raziel) <> HP: 42/42
Norde wrote:
Wagons are for merchants!

Hey, I was thinking about Will!! :P

Myself, I am powered by Arcane energy and a DEEP knowledge of the Wilds, I will always be sailing smoothly MUAHAHAHA!


Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check. Harrow Readings

Gitana's knowledge roll results are under a spoiler toward the bottom of her profile; she too will share what she knows when the discussion turns to routes. I don't think there's much that isn't covered by others.

I'd be inclined to try the White Downs. If there is an old road, the pace might be almost as good as the main road, but fewer raiding parties waiting for travelers to pass through. The existence of a magical valley, if true, is intriguing. The possible existence of a spell lodge, even if it's been abandoned, might offer clues as to who is behind the demon tattoo. There's also the rumor of the spellcaster (#27) hiding out there, might be a link as well. Weigh that against the rumors of undead. If it is a place that has been fought over in the past, that makes it likely there are some restless dead or ghosts. But if they exist, they may not be any worse than bands of orc raiders that are more likely along other routes.

The White Downs is also a less expected way to go, in case anyone wants to pursue.

In terms of resources for travel, Gitana has two spells that can help: She can cast Mount and Communal Mount (same link). The 1st level Mount provides light horse or pony for 8 hours. So she can cast that at the beginning of each day's travel to provide Will a pony to ride. The communal version would provide 4 horses/ponies for 2 hours.

She has two other spells that may be useful: Read Weather and Lay of the Land. The first she can cast every other day to forecast the next 48 hours of weather, to give warning of storms and such. Lay of the Land provides her with Knowledge (Geography) (+4) for the full day and a bonus to rolls to avoid becoming lost.


Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check. Harrow Readings

By the way, my wife and I have been watching the second season of Stranger Things. The season involves a young boy named Will who gets possessed by some creature from another dimension. Strange.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

I am happy to post an updated map. Can someone let me know which knowledges you don't have access to?


Male Half-Orc Bard (Arrowsong Minstrel) 5 | HP: 41/41 | AC: 18, T: 15, FF: 13 | Fort: +4, Ref: +10, Will: +6 | CMB: +6, CMD: 21 | Init: +8, Perception: +11 | Spells: 1st (1/4), 2nd (0/2), IC (3/12)

I'm liking the White Downs more and more.

I cross referenced Zordt and Gitana's knowledge checks and I believe the following is all we don't have:

3, 16, 27 (partial).

Feel free to correct me if I'm wrong.

And Gitana, the mount spells look like excellent choices. We don't have to bother feeding them or having them carry anything other than us and our gear. That should help us exponentially.


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

Norde only gained 2 bits of knowledge, about the storm, and the snow, which he has recounted.

Norde has only the one spell, which, thankfully, he can cast repeatedly, it is called massive damage and requires an attack roll at +12 and does 2d6+16 damage when successful, no Save for half, no SR. It IS subject to DR though, but it overcomes DR/magic and DR/slashing.


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

The White Downs certainly seems an exciting choice: Undead, Orcs, Goblins, a Lodge of spell casters, and an ever-summer valley!

What could go wrong? I say we do it!


Perception +12 (+9 for Raziel) <> HP: 42/42

I vote we take the road :)


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Map updated under the campaign info tab. Click on regional map and it should pop up. I didn't label all the roads through the White Downs as abandoned because things were getting cluttered, but they and the settlements within the Downs are abandoned.

I've seen seasons 1 and 3 of Stranger Things, but I didn't remember that the boy was called Will.


Male Half-Orc Bard (Arrowsong Minstrel) 5 | HP: 41/41 | AC: 18, T: 15, FF: 13 | Fort: +4, Ref: +10, Will: +6 | CMB: +6, CMD: 21 | Init: +8, Perception: +11 | Spells: 1st (1/4), 2nd (0/2), IC (3/12)

Hmm. What do you guys think about this route.

Gringham -> Durham -> Innsmouth -> Green Oasis -> Ipswitch -> Gladstock -> Burkesville -> Pesht -> Khel Zhad

Between Durham and Innsmouth we would have no road, but otherwise we would always be on a road. I'm not sure how long the travel time takes via each route, assuming nothing stops us and we travel at standard speed.

I drew up a quick map to show the suggested route. Link here

The suggested route is shown in purple. Everybody should be able to edit the image, so feel free to mark it up.


Male Ulfen U-Barbarian 5 | HP: 9/58 (Temp 0) 0 NL | AC: 18 / T: 12 / FF: 16 (-2) | Fort: +7, Ref: +3, Will: +1 +3 | CMB: +8/+10, CMD: 22/20 | Init: +2, Perception: +8*

Your route works for me.


Perception +12 (+9 for Raziel) <> HP: 42/42

Looks good Zordt!

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Crackling logs on the hearth cast a red glow like the last light of a fading sun across the tavern. Soft shadows play on the walls, silent reflections of people who dance to the sound of an ancient, crumbling piano or lol off wooden tables as beer and spiced cider are poured into their open mouths with reckless abandon. These are simple, crude folk who have filled the cemetery near the town’s entrance for three generations. Although this place is not very welcoming to travelers, you and your companions can at least find a measure of warmth and safety within the sturdy, pine-planked walls. Outside, the wind howls.

The storm could be felt coming from a long way off. Long dark clouds, eastern reaching wings of darkness, cast shadows on the hills and mountains. They tore across the landscape while the sun faded low and purple. The treeline, visible at the foot of the hill, became a line of grey, ominous shapes, like a crowd of strangers shouldering together around an open grave.. Now, the sole window in the tavern looks on inky blackness, broken by driving snowflakes that catch the firelight and twinkle like stars.

There! In the darkness, a flickering light, about to go out. A man with a torch is outside, stumbling among the headstones. As he draws close, you realize he’s not a man at all but a boy. Then his flame gutters out.

Slowly, quietly, the tavern door drifts open and then closed again. Like a shadow he slips along the wall, movements soft and steady, creeping slowly around the edge of the room towards the fire, which he watches the way a starving dog watches a rich man eat. Blue fingertips clutch a threadbare cloak tight around his lean, bony frame. Between edges of ragged wool, running up the skin of his bare, shaking neck, you catch a glimpse of something hideous. A black, writhing tattoo, five flecks of red shining brightly in the firelight, like the fingers of a demon wrapping around his throat. This poor soul is cursed. He is standing still now, not daring to come any closer. No one has seen him yet…

Hello everyone, I am opening recruitment for a short PF1 adventure in which you must save a wretched, pitiable boy from certain death. I have never GMd for PBP before so, as so many have advised over the years, I’m starting small. This adventure should take between two and six months to complete, depending on player involvement and strategy. After that, I would be interested in running more games of similar length with the same group of players, but might decide to try to do something longer and open recruitment up again. It really depends on how this first foray feels. I will be selecting four PCs, because I think a smaller group is more conducive to faster play and because I think three would be too few, especially given the possibility that we lose someone due to attrition and decide not to re-recruit. Recruitment will be open for at least two weeks.

About me:

I am a history teacher who hasn’t played a TTRPG in a couple years. I have significant experience with 3.5e as a player and PF1 as a GM. I decided I wanted to get into PBP early in 2020, but I wasn’t sure exactly what the best way to go about doing so was. Between now and then I’ve been trawling through old posts, looking for advice on the best ways to start and manage a PBP and reading successful games to figure out why they went well. My ultimate conclusion from this research is that games succeed or fail based on the reliability of the players and the energy and time commitment of the GM. I am creating this game partially as a way to build a reputation for reliability, partially to build a personal relationship with some players, partially to get a better sense of how PBP works compared to IRL gaming, and partially to have some fun.
I prefer homebrewed adventures to published ones and established groups of players to organized play. I like to tinker with rules and find creative design to be extremely rewarding. I like gritty, low magic and low level games with horror subthemes, but for the right group of players I could be convinced to do anything. I have a strong background in academic writing and writing teaching, but limited experience writing creatively.

Setting overview and Maps:

The northern wastes of Elithiel sits in the lee of the looming, snow-capped White Mountains. Less than a hundred years ago this was a prosperous region, dwarves worked their mines and forges deep within the mountains while humans collected timber and skins from the forests below. These goods were traded downriver to a large elven kingdom to the south in exchange for grain and textiles. But then orcs and goblins came from across the eastern dessert and began taking the mountains from the dwarves one at a time. Each summer, they pour out of the mountains and travel south to raid the more hospitable lands of the elves in the south. They also harry the travelers who come regularly across the western sea to visit the ancient Dwarven ruins or search for forgotten baubles. A few hard, proud people still live here part time, scratching a living out of an unforgiving landscape. They, too, are sometimes targets of raids, but more often they escape unnoticed. Too poor even to rob.

It is in one of these towns that your journey begins. Built on a hill overlooking a river, with sturdy wooden walls, the people of Gringham make a living felling trees and building boats, which they rent or sell to dwarves and orcs alike. Perhaps you’ve been here before, perhaps you’ve even heard the tale of old Sandy Pisspants and the demon of White Marsh, some of which took place in the very tavern that still stands near the cemetery at the edge of town. Perhaps you hope to be a part of your own tale someday.

Most adventurers spend the winter in the fortress of Khel Zhad, where dwarves have mined uninterrupted for over five hundred years. It has powerful spellcasters, a booming industry, and high walls that have stood up to nearly a dozen serious sieges. You were probably headed there yourself, but because of bad weather, monsters that needed slaying, or spouses that needed bedding you’ve been delayed, and are still two hundred miles away. There’s only one other town along the way, and very few villages. Even a seasoned adventurer like yourself dreads spending so many nights on the road. There are older and fouler things than orcs that prowl in the night.

Closeup around Gringham

Regional Map

Expectations:

On a bad day I should be able to spend an hour to an hour and a half on this game. I think that roughly translates to one particularly complicated post or two or three simpler ones. On a good day I should be able to make long, complicated posts twice and shorter ones very frequently. I should also have additional time when I’m doing dishes, laundry, etc to think about this game, and for me that kind of time usually helps me substantially when I sit down to write. Of course, I don’t have any experience with PBP, so my expectations could be different from reality.

As I said earlier, I have a strong background in academic writing. The adventure hook I wrote at the beginning of this post and the setting description are both writing samples that should give you an estimation of my creative writing skill. The hook has been edited substantially and reflects the high end of my writing, the setting description is a first draft written while tired and a tiny bit tipsy, and reflects the low end of my writing. I consider myself to be a pretty good but not exceptional adventure designer, and the shorter the adventure the better I do. I would say that I am above average at encounter design, and that I focus on rewarding good player tactics and providing opportunities for different kinds of player agency. I am very judicious with my time. I made the maps (see setting) for this in about twenty minutes. I wrote the setting description in about a half hour. I do not design stuff I’m not going to use. I use the extra time this gives me to make the stuff I’m sure I will use work better.

Of my players, my number one most important expectation is that you are reliable. You need to be able to commit to posting every day. It may not happen, but that one day when you’re super busy might also be a day when everyone is waiting on you to move things along. So even on busy days you need to be able to post. I’m human, I get that you can’t foresee everything that happens. But being reliable also means logging in on super busy days for the five minutes it takes to say that you can’t post and need to be botted. I am extremely forgiving of people who tell me they can’t keep a commitment in advance. If you let me know on a Wednesday that you’re going to have trouble posting on Saturday, the other players and I can plan ahead and try to work around your absence. Games on these boards appear to run on momentum. If that momentum gets disrupted, it’s tough to get it back. Those with longer posting histories that demonstrate reliability will have a huge advantage compared to people who don’t, and if you have a history of ghosting games or lying about how often you can post don’t apply because I won’t select you.

Another expectation is that you put some effort into your writing. Because this is a short game without a particularly developed setting and I’m not experienced in PBP, I don’t expect you to have a particularly developed, three dimensional character with a twenty page backstory. But I do hope that you spend time on your posts and write them in such a way that, if someone were to come along in a year and read our gameplay thread, they would be pulled into the story. When you post, I absolutely expect you to push the action and engage with the story and the other characters.

I expect you to trust me if we have a rules dispute, if something needs to be retconned, or any other issue arises. I will do my best to communicate with you and figure out a solution that works for everyone.


Readings:

If you have not already read the following, please do so now:

The basics

A more advanced guide

Here are a few successful long running games that are relatively recent, which are not required reading but may be helpful for you:

https://paizo.com/campaigns/AllsWellThatEndsInAWell/gameplay&page=1\

https://paizo.com/campaigns/DMRahsStrangeAeons/gameplay&page=1\

https://paizo.com/campaigns/DungeonMasterSsGiantslayerAP/gameplay&page= 1

See also: https://paizo.com/threads/rzs2u32d&page=2?PbPs-to-Lurk-On


Pregame:

If you are selected, please start by introducing yourself in the discussion thread. Before we start playing from where the adventure hook (above) ends, we’ll need to work out how your characters know one another. I’m flexible about this and am happy to just hand wave it. But we might want to RP this meeting before or at the beginning of play.

Character creation:

Play starts at 4th level. 90% of people in this world are first or second level, and even large towns don’t always have anyone of 4th level living in them. Spellcasters are particularly rare. You should think of your character as a seasoned adventurer used to being the deadliest person in any given room, but who is also aware that there are much more powerful people and monsters out there.

Disallowed classes are: Gunslinger (guns don’t exist), Chained Summoner (used the Unchained one instead), Vigilante, and any of the occult classes.

Ability scores: 20 point buy or roll 4d6 in the recruitment thread and drop the lowest

Max HP at first level, half at each other level, then add one (to account for the extra half point each level after first)

Background skills are in use. Please take two per level.

6000 GP to buy items, no individual one of which can cost more than 2000 GP

No evil alignments

If your build looks out of line with the power level of other characters I select, I will work with you to balance things out.

How to apply:

Write a short background. You don’t need to go into great detail and you won’t get special consideration for writing more than a paragraph or so. Just focus on giving the reader some idea of how you became an adventurer and what your life has been like.

You don’t have to have all the details of your character build worked out, but at least give me race and class. If you do put things together, please do so using the Herolabs link below.

Optional: cite the three best posts you’ve made in a PBP using links. If you like, provide a one sentence description of why you think this post is strong. If you think it’s necessary, provide one sentence of context to help me understand why this is such a good post. I am looking for 1) engagement with the story and other players and 2) writing quality. I will be reading through your posts whether you do this or not, but this is your opportunity to draw my attention to your best work.

If you don’t have a posting history, that’s ok. Instead, you can write a particularly vivid, interesting, or important memory your character has. Try to keep it under 300 words, but it’s ok if you go over that limit. You can also RP a meeting between your character and that of another applicant. One suggestion for this is that your characters meet in an abandoned village somewhere near the starting town. Feel free to describe the landscape and buildings.

Formatting:

I copy pasted the following from GM Rednal and then made some adjustments to reflect my preferences.

Alias Formatting

I use Hero Lab's output as my preferred formatting, and all players are expected to use the same. A fill-in-your-info version is available right here.

---

Quick Reference Bars

Organize your quick reference bar - the Gender/Race/Classes part of your alias (they display in that order if you need more room) - with the following format:

Level(s)/Tier | HP: XX/XX | AC: XX / T: XX / FF: XX / DR: X, SR: X, Resist: X, Immune: X | Fort: +X, Ref: +X, Will: +X | M. Atk: +X, R. Atk: +X, M. Touch: +X, R. Touch: +X | CMB: +X, CMD: X | Init: +X, Perception: +X

If there are things you don't use or don't have, such as any elemental resistances, ranged attacks, or non-touch attacks, remove those. CMB and CMD stay. Do not hide this information behind a spoiler tab - that defeats the purpose of a quick-reference bar.

---

Post Formatting

"Spoken text should have quotes and be bolded."
Inner thoughts should be italicized.
<"Speaking in different languages should have these arrow brackets."> [Exception: If you don't actually want another player to understand the text, you can use a spoiler tab.]

The primary content of your post should be in third-person, present tense writing.

---

Resource Tracking

Add all of your daily-use abilities to a spoiler near the top of your profile, after the Init/Senses bit and before the Defense section. This should be updated in your alias - and should be added - as a spoiler - to the bottom of your posts when you use abilities. This makes it MUCH easier to track how many uses of your abilities are left.

---

Combat

I will be using block initiative to speed things up. This means that most rounds of combat will involve all the players acting, then all the enemies.

Please clearly format your dice rolls and label them with any temporary modifiers. Here is an example of what I mean.

I will also commonly roll some other things, such as saving throws, knowledge checks, perception, etc in the interest of keeping the game moving. You are permitted to use rerolls and stuff even after the result has been revealed (whether or not this is normally allowed). I will have a spoiler at the bottom of each post which may contain dice rolls. If I decide to make a hidden roll it will be in that spoiler.

Congratulations! You have reached the end of this post.


Here is some more specific information which may prove useful. Please label your roll with the number (1-18) of the spoiler you are attempting.

1 Know Local DC 10:
Ft. Thorp has orcs in it most of the winter.

2 Know Local DC 13:
You know the popular version of the story of Sandy Pisspants and the demon of White Marsh.

...The demon was a terrible creature that slew many of the inhabitants of Gorham and Brightham. Old Sandy, alderman of Gorham, sharpened his sword and girt himself in armor one fine summer morning, and came back that same night with mud in his boots and no demon. He said he found it’s nest and poured holy water and burnt incense to drive it away, but it’s a day’s walk just to get to White Marsh, and no one believed him. All two days worth of food was gone from his pack, though, and the wine he brought to celebrate his inevitable success. Summer gave way to autumn, and people kept on dying. Then along came Ragnar the red, a tall man with a voice like wind and hair like fire. Old Sandy tossed a bag of gold at his feet and bade him slay the demon. And off went Ragnar without a word, whistling softly.
Three days later Old Sandy came rushing into the tavern in Gringham late one night, reeking powerfully. “I went outside to relieve myself," he said, "and there was the demon, standing in the moonlight. It cocked it’s head at me like a dog, and all thought of relieving myself left me. As I had no sword and no armor, all I could do was run, and so I’ve run all the way here.” He slumped in a chair, sweat dripping from his brow, shirt and trousers soaked through, reaching for another man’s beer. The door to the tavern drifted open, and there stood Ragnar the red, fiery hair flowing in the wind, the demon’s head in one hand. He spoke with a voice like the wind, his story’s true, except for one thing. Old Sandy didn’t forget to relieve himself. Then he tossed the demon’s head at Sandy Pisspant’s feet, and went off without a word, whistling softly.

3 Know Local DC 13:
Orcs use the Old Road in much smaller parties, and less often, during the winter.

4 Know Local DC 20:
There is a small, magical valley in the midst of the White Downs that is green all year long. It would be a nice place to rest.

5 Know Local or Geography DC 10:
The River Sirion gets much faster and harsher after Burkesville.

6 Know Local or Geography DC 13:
Durham, Hamish, and Gladstock are mostly abandoned in the winter, only a few dozen young fighters sticking around. They aren’t friendly.

8 Know Local or Geography DC 13:
The village of Pesht is inhabited by both humans and dwarves, and is quite friendly to travelers.

7 Know Local or Geography DC 15:
The village of Gladstock is friendly to orcs, and maintains a bridge over the river Sirion.

9 Know Local or Geography DC 20:
Pesht was recently wiped out. It might be rebuilt next summer.

10 Know History or Geography DC 10:
The Deepwoods are so deep because they’ve never been inhabited by people. At least, not in hundreds of years.

11 Know History DC 10:
The White Downs were frequently fought over before the orcs and goblins came. A lodge of spellcasters was set up in the area, but was rumored to be practicing dark magic and necromancy.

12 Know History DC 15:
There is an old road running East from Burkesville. It eventually cuts south through the deepwoods towards the Flowfield, where there used to be decent farmland.

13 Know History DC 18:
Pesht has been wiped out a few times in the past twenty years. The Orcs and Goblins give it about five years to rebuild and accumulate some wealth, then steal everything they can find. It’s always rebuilt because overland trade from Khel Zhad to Burkesville is so profitable.

14 Know Religion or Arcana DC 10:
The boy’s tattoo traps the soul of a lesser Demon. If the boy dies, the Demon will be released.

15 Know Religion DC 10:
The White Downs is rumored to be cursed and crawling with undead.

16 Know Religion DC 18:
The Lesser Demon is Akbelleth, associated with death, destruction, and the winter Solstice. The Winter Solstice is in thirty days, and it’s probably a good idea to try to excise the demon before then.

17 Know Nature DC 12:
The storm that swept in will likely continue for only a few hours before dying down.

18 Know Nature DC 17:
The storm will drop about two feet of snow, but within a dense forest there will only be about one foot on the ground.

Silver Crusade RPG Superstar 2014 Top 16

What are you thinking for races?

What sort of adventure are you planning? Sort of like, if this was a published adventure, what is the "blurb" on the cover?

What's your timeline?


Zahir ibn Mahmoud ibn Jothan wrote:

What are you thinking for races?

What sort of adventure are you planning? Sort of like, if this was a published adventure, what is the "blurb" on the cover?

What's your timeline?

I prefer Human, Dwarf, Half Orc, Elf, Halfling, or Half Elf. You could also choose Orc or Goblin pretty seamlessly. I'm open to the idea of more exotic races but you may be a little out of place.

My timeline is to keep recruitment open for two weeks at the minimum and potentially longer if there's sustained interest, then to select players. After that there will be a short pregame where we introduce ourselves and work out how the characters know one another. Then play will start, and should take less than six months to conclude. After that, I am open to the idea of playing another game of similar length with the same players, playing a longer game with the same players, or trying to find a new group.

This is a wilderness travel adventure. In the first book of the Fellowship of the Ring, Aragorn and the Hobbits move around the countryside making tons of calculated decisions about how stealthy they can be, how fast they can move, how well they can navigate, and what terrain features offer them the best defense against their terrifying pursuers. This is kindof like that, but instead of a novel it's a TTRPG. I hope this answers your question, I'll take a look at some published adventure blurbs to get a better sense of what you're asking and if I feel like I didn't answer your question I'll write another response.


Hmm, after taking a look at a few blubs, they seem to follow a set format. This is pretty close that format.

A group of adventurers must escort a cursed boy through two hundred miles of freezing cold wilderness. Many different paths lead to the same place: Khel Zhad, a dwarven fortress which still thrives despite the recent invasion of Orcs and Goblins. But can the players get there before their cursed ward's will shatters under the weight of his terrible burden? Will they navigate the dangers on the road, or will a wrong turn lead to death?

The Road to Khel Zhad is a wilderness travel adventure for 4th level PCs. It includes multiple enemy rosters, a variety of landscapes, and NPCs who will put the player's morality to the test. Above all, player agency is prized.

Silver Crusade RPG Superstar 2014 Top 16

I think you answered both questions quite well. Excellent job on the blurb!

Gnomes missing from the list. Is that intentional, or an oversight?

Without a character yet, I’ve no idea what my skills are, so I’ll forego trying those rolls as yet.

Let me see how the dice are today.

Stat: 4d6 ⇒ (6, 1, 3, 4) = 14 13

Stat: 4d6 ⇒ (3, 2, 6, 1) = 12 11

Stat: 4d6 ⇒ (4, 6, 5, 4) = 19 15

Stat: 4d6 ⇒ (6, 6, 3, 4) = 19 16

Stat: 4d6 ⇒ (5, 2, 3, 6) = 16 14

Stat: 4d6 ⇒ (3, 6, 5, 6) = 20 17

Goodness! If I can’t make a character out of those uber rolls!


Thanks for the praise!

I've never been a big fan of gnomes. They're not disallowed, and I won't grumble at you if you choose to play one.

I'm glad to see a player as experienced as you showing interest in my game. And now that you've rolled stats that good, you're basically priced into applying.

Silver Crusade RPG Superstar 2014 Top 16

It does seem like it would be a waste of such excellent rolls.

Silver Crusade RPG Superstar 2014 Top 16

As a minor technical concern, the “no item over 2k” restriction will effectively keep magic weapons out of the hands of the PCs, as a magic weapon is going to run at least 2300gp.


Let see what we get

stat: 4d6 - 1 ⇒ (1, 5, 2, 4) - 1 = 11

stat: 4d6 - 1 ⇒ (4, 6, 4, 1) - 1 = 14

stat: 4d6 - 2 ⇒ (2, 6, 5, 3) - 2 = 14

stat: 4d6 - 1 ⇒ (3, 3, 6, 1) - 1 = 12

stat: 4d6 - 2 ⇒ (4, 3, 2, 4) - 2 = 11

stat: 4d6 - 2 ⇒ (4, 2, 4, 5) - 2 = 13

stat: 4d6 - 2 ⇒ (4, 6, 2, 3) - 2 = 13

With those, some sort of Hunter w/ cavalier or ranger hybrid.

take 10 on the spoilers for 1, 5, 10, 11, 14 and 15


Some Q's - what kind of climate/weather are we talking here (assorted folks ideas of cold weather ain't necessarily the same)? Could you give a real world example by location and time of year (eg Alaska/Michigan/Minnesota/Oregon in January/December/October) ?


Wow, quite the introduction and advertisement! Hooked me right away, and I'll be honest, the maps remind me of the "good old days" of table top D&D from when I was younger.

This sounds like exactly the kind of game with possible long-term possibilities that I've been waiting to play. Consider me interested at the very least. :)

And while 20 pt buy is always fun, if this has any chance of turning into a campaign, I just gotta roll, no matter what comes up.

Stat:: 4d6 ⇒ (4, 3, 4, 1) = 12

Stat:: 4d6 ⇒ (2, 4, 3, 2) = 11

Stat:: 4d6 ⇒ (3, 3, 4, 5) = 15

Stat:: 4d6 ⇒ (5, 3, 5, 1) = 14

Stat:: 4d6 ⇒ (6, 4, 2, 6) = 18

Stat:: 4d6 ⇒ (1, 4, 4, 4) = 13

Stat:: 4d6 ⇒ (5, 3, 1, 6) = 15

And I might as well try my hand at some spoilers while I'm at it, eh?
I'll choose 3, 4, 7, 9, 13, 16, and 18

3 Spoiler Knowledge: 1d20 ⇒ 6
4 Spoiler Knowledge: 1d20 ⇒ 14
7 Spoiler Knowledge: 1d20 ⇒ 19
9 Spoiler Knowledge: 1d20 ⇒ 13
13 Spoiler Knowledge: 1d20 ⇒ 19
16 Spoiler Knowledge: 1d20 ⇒ 7
18 Spoiler Knowledge: 1d20 ⇒ 18


Good point on the cost of magic weapons. I’ll raise the limit on any one item to 2500 GP.

As far as the weather is concerned, think Alaska in late November. Highs are usually below freezing, and at night it regularly drops below 15 Fahrenheit. The storm at the start of the game is a particularly nasty one. A secondary concern is the number of hours of daylight.

I’ve always played that you can’t take 10 on Knowledge checks, because of one of the bard features and because you can’t retry a failed roll. I think it’s fine for these pregame knowledges, though.


Dotting for interest, I’ve got an idea for a dwarf shaman in mind. Details will come in the next few days.

Edit: quick question, are traits and/or drawbacks in use? If so, how many can we start with?


You may take 2 traits and if you want a third you may do so in exchange for a drawback. The power level of traits, especially campaign traits, can vary a lot, so this is something I would like you to run by me. I may veto certain traits that are designed to be particularly powerful.


Dotting!

4d6 ⇒ (1, 5, 6, 4) = 16 - 1 = 15
4d6 ⇒ (1, 4, 4, 6) = 15 - 1 = 14
4d6 ⇒ (4, 6, 4, 4) = 18 - 4 = 14
4d6 ⇒ (5, 3, 4, 6) = 18 - 3 = 15
4d6 ⇒ (3, 2, 5, 3) = 13 - 2 = 11
4d6 ⇒ (4, 3, 3, 3) = 13 - 3 = 10


GM Trifty wrote:
You may take 2 traits and if you want a third you may do so in exchange for a drawback. The power level of traits, especially campaign traits, can vary a lot, so this is something I would like you to run by me. I may veto certain traits that are designed to be particularly powerful.

Certainly! As of now, I’m planning on taking the Insular (Dwarf) trait, along with Truth’s Agent. I might decide to take a drawback and additional trait down the line (which I will run by you at the time), but that’s what I have for now.

Silver Crusade RPG Superstar 2014 Top 16

I believe Norde would be an excellent addition to such a venture.

I might have other ideas.

Norde is a human viking-type barbarian. His background and description can be found at the link provided.

Liberty's Edge

Dot. I'm rereading LotR for the millionth time right now anyways. Sounds awesome.

Stats: 4d6 ⇒ (4, 1, 5, 4) = 14 = 13
Stats: 4d6 ⇒ (1, 4, 4, 6) = 15 = 14
Stats: 4d6 ⇒ (5, 5, 3, 1) = 14 = 13
Stats: 4d6 ⇒ (3, 5, 6, 5) = 19 = 16
Stats: 4d6 ⇒ (4, 1, 5, 2) = 12 = 11
Stats: 4d6 ⇒ (4, 4, 5, 5) = 18 = 14

Well dang, those are pretty good.


Michael7123 wrote:
Certainly! As of now, I’m planning on taking the Insular (Dwarf) trait, along with Truth’s Agent. I might decide to take a drawback and additional trait down the line (which I will run by you at the time), but that’s what I have for now.

Is that this insular trait? This one and Truth’s Agent are both fine.

@Zahir Norde looks good, you will receive strong consideration. Feel free to change your submission if one of those other ideas seems better to you.

@Crisischild nice rolling.

@Veldon Grimblade thanks for the praise. I look forward to reading your submission.

Good to see so much interest so quickly, I have to say my expectations have been exceeded.


Put me here as a tentative dot! I am waiting to see how my recruitments go. If I don't get in to any of them, I'll see what the dice gods give me.


Bit intrigued, so I'll dot in. Let's see if the dice want me to play...

4d6 ⇒ (5, 2, 1, 2) = 10 = 9
4d6 ⇒ (1, 5, 6, 1) = 13 = 12
4d6 ⇒ (5, 1, 4, 1) = 11 = 10
4d6 ⇒ (4, 1, 2, 2) = 9 = 8
4d6 ⇒ (2, 6, 2, 3) = 13 = 11
4d6 ⇒ (4, 4, 3, 2) = 13 = 11

Oh...um...they apparently and decisively do not...


Ouch.

Anyone who rolls super low can opt for a 20 point buy instead. But rolling isn't a free shot at extra high stats, if you roll mediocre but not totally horendous stats you're stuck with them. Let's say a combined point buy of under 12 resulting from rolls and you can switch to a 20 point buy, but if you get between 13 and 19, you're stuck with what you rolled and worse off than if you had gone for the 20 point buy.

Liberty's Edge

2 people marked this as a favorite.
Rennaivx wrote:
Oh...um...they apparently and decisively do not...

Maybe you could play an animal companion or some kind of sentient shrub.


If I don't get picked for the actual group, I'd love to volunteer to play an animal companion! :D

And for the record, I have a combined point buy of 16. Yay!
11, 9, 12, 13, 16, and 12 for stats. NOT complaining, just making note of it.

Looks like I'm playing a thief or scout! (We'll see)


Well if that doesn't cause people to be hooked I don't know what would. I am interested in playing. You mentioned Alaska in November where the high is below freezing. How strict will you be using the Cold Weather Environmental Rules?

Stat 1: 4d6 ⇒ (3, 2, 3, 1) = 9 = 8
Stat 2: 4d6 ⇒ (3, 4, 5, 1) = 13 = 12
Stat 3: 4d6 ⇒ (1, 3, 4, 5) = 13 =12
Stat 4: 4d6 ⇒ (6, 1, 5, 5) = 17 =16
Stat 5: 4d6 ⇒ (6, 6, 5, 1) = 18 = 17
Stat 6: 4d6 ⇒ (4, 5, 4, 5) = 18 = 14

I knew I was putting my name in the hat before those roles showed up, now I would be hard pressed to say no. I'll be thinking on a character and will have something posted within a day or two.


Sounds like a great foundation for a classic story. Perhaps I will make something archetypal to fit it. Now, for the dice.

4d6 ⇒ (6, 5, 3, 4) = 18 = 15
4d6 ⇒ (6, 5, 6, 3) = 20 = 17
4d6 ⇒ (1, 6, 2, 1) = 10 = 9
4d6 ⇒ (3, 2, 5, 3) = 13 = 11
4d6 ⇒ (3, 6, 6, 5) = 20 = 17
4d6 ⇒ (3, 5, 4, 6) = 18 = 15

That's quite the set. I did notice that a couple applicants rolled for 7 stats rather than 6 - are you allowing a score to be dropped or was this simply a mistake?


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Crisischild wrote:
Rennaivx wrote:
Oh...um...they apparently and decisively do not...
Maybe you could play an animal companion or some kind of sentient shrub.

Or get the GM to OK an intelligent ring of arcane signets as my under-2000-gp magic item and roleplay as the ring with wanderlust piloting the dominated PC instead of as the PC. XD

20-point buy it is. I'll think on it and get back later.


Oblivion's Scorn wrote:

Sounds like a great foundation for a classic story. Perhaps I will make something archetypal to fit it. ...

...I did notice that a couple applicants rolled for 7 stats rather than 6 - are you allowing a score to be dropped or was this simply a mistake?

Thanks for the praise. You too, The Squirrel Ninja. I knew I needed to write a good hook since I don't have a posting history to point you to.

I actually didn't notice that some people rolled 7 stats. I didn't intend for people to do that. @pad300 @Vaeldon Grimblade please drop the seventh 4d6 from your post where you rolled for stats. Vaeldon, this drops you to an 11 point buy so I'm assuming you'll go for a 20 point buy instead. Pad300 is stuck with what is close to a 14 point buy if you only look at modifiers.

@The Squirrel Ninja I will be using those rules, yes. For anyone who doesn't understand the cold weather rules, here's a summary: If you're unprotected and it's below freezing, you have to make Fort saves every hour. They get harder the longer you stay out. If it's below 0 F, you have to make saves even if you're wearing a coat, and if you're wearing a T shirt you have to make them every ten minutes. Failing a save means nonlethal damage, fatigue, and frostbite.

What does this mean in the game? Well, since you're adventurers with 6000GP worth of items wandering around a frozen wasteland, I'm going to assume you can spare 7 GP for appropriate cold weather gear. And since it's not normally going to get below 0 F, we don't normally have to worry about you getting too cold. But if you lose your cold weather clothing, you get wet, you spend an hour standing on a windy hilltop, it's a super cold night, etc. then you might want to stop and build a fire or take shelter in a tent or something. Will, the boy from the hook, may have a much harder time staying warm.


Sorry, guys. I got over-zealous, distracted, and rolled one too many sets. Apologies. And yes, I'll go with the 20 pt buy, if that's ok.

* sheepish, embarrassed grin *

As for the memo on the temperatures and gear? Brrrrrrrrrr.
Gonna have to buy that kid some proper clothes.


Dotting to check.

4d6 - 1 ⇒ (4, 1, 6, 2) - 1 = 12
4d6 - 2 ⇒ (5, 2, 2, 5) - 2 = 12
4d6 - 1 ⇒ (6, 5, 4, 1) - 1 = 15
4d6 - 2 ⇒ (3, 6, 4, 2) - 2 = 13
4d6 - 2 ⇒ (5, 2, 4, 3) - 2 = 12
4d6 - 3 ⇒ (4, 6, 4, 3) - 3 = 14

Rolls look balanced! I like it.


Varldon Grimblade wrote:
Gonna have to buy that kid some proper clothes.

I just want to point out that it’s not necessarily a given that you’ll be able to find someone who will sell you stuff. There are of course shops in Gringham, but things in the tavern have the potential to escalate really quickly, and if you end up spilling blood defending a cursed boy from innocent drunks (not that that’s the only way things could go) you might not be able to stay in town.

Liberty's Edge

Well if that opening blurb doesn't scream "discerning roleplayer" I dunno what does. Let's see what good ol' RNGesus and the dice pantheon have to say.

4d6 ⇒ (3, 6, 6, 3) = 18 15
4d6 ⇒ (5, 5, 4, 4) = 18 14
4d6 ⇒ (3, 1, 2, 6) = 12 11
4d6 ⇒ (4, 5, 4, 5) = 18 14
4d6 ⇒ (6, 4, 4, 6) = 20 16
4d6 ⇒ (4, 4, 6, 1) = 15 14

Wow. That's essentially...a 33 point buy? On the one hand that's hard to pass up but on the other hand I have to wonder how many great rolls I just blew on stats and what sort of abysmal rolls await on the wheel of cosmic karma...XD

I'll give it some thought and see if/what inspiration strikes.


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It’s good to see someone new trying to GM on PbP and to see a good response. It encourages me to consider trying it myself. Good luck with the game!

Silver Crusade RPG Superstar 2014 Top 16

Ruin Explorer wrote:
It’s good to see someone new trying to GM on PbP and to see a good response. It encourages me to consider trying it myself. Good luck with the game!

Dive in! Oh, and run a Starfinder AP! Dawn of Flame, or Attack of the Swarm!!!


Ruin Explorer wrote:
It’s good to see someone new trying to GM on PbP and to see a good response. It encourages me to consider trying it myself. Good luck with the game!

Apparently all you need is a good recruitment post. I really wasn’t expecting this many people to consider applying.

Daynus wrote:
Well if that opening blurb doesn't scream "discerning roleplayer" I dunno what does.

Thank you for the praise.


Dotting for interest on this one - very intrigued with where such game and creative writing could take us. And I would consider myself a very reliable poster here on the forum campaigns I have participated in ;)

4d6 ⇒ (1, 5, 6, 5) = 17 > 16
4d6 ⇒ (5, 4, 3, 5) = 17 > 14
4d6 ⇒ (2, 4, 2, 1) = 9 > 8
4d6 ⇒ (5, 5, 2, 4) = 16 > 14
4d6 ⇒ (5, 6, 2, 5) = 18 > 16
4d6 ⇒ (2, 5, 4, 6) = 17 > 15

Wow.... Those are amazing stats.

I was feeling the itch to play a sword and board character (perhaps a fighter or ranger), going a bit back to basics instead of convoluted character designs. But with this stats available I can do more, much more.

Mulling, mulling...


GM Trifty wrote:
Ruin Explorer wrote:
It’s good to see someone new trying to GM on PbP and to see a good response. It encourages me to consider trying it myself. Good luck with the game!
Apparently all you need is a good recruitment post. I really wasn’t expecting this many people to consider applying.

Tbh, a good recruitment post really does make all the difference. As a brand new GM, it can basically be your "audition" and give people an idea of your style and skill when they don't have any other reference, and it shows that you're willing to invest in the effort. (And it's pretty darn rare that a group doesn't at least get enough people to make a party - I don't think I've ever had to give up on a recruitment due to lack of interest.)

Liberty's Edge

Second that. A good recruitment post is EVERYTHING. It's at least the analog of a good resume and it also tends to filter the flavor of players you get, at least to a degree.


Seems awesome! Thirding that a good recruitment post can really set the tone of a game. It also seems to me like a good level of ambition for a first time PbP game.

Stats: 4d6 ⇒ (4, 5, 6, 6) = 21 17
Stats: 4d6 ⇒ (3, 5, 2, 5) = 15 13
Stats: 4d6 ⇒ (5, 3, 5, 3) = 16 13
Stats: 4d6 ⇒ (6, 6, 3, 5) = 20 18
Stats: 4d6 ⇒ (3, 6, 3, 4) = 16 13
Stats: 4d6 ⇒ (5, 4, 2, 3) = 14 12

Wow, those are some crazy good stats. The general description of the world gave me an idea for a bear-themed weretouched shifter. Is that an okayed class? If not, I'll go for something else.

Another build question, would you allow skinwalkers as a racial option?


Shifter is a fine class, although all I know about it is that it was disappointing for a lot of people. Skinwalker Is a fine race, I don’t think you’ll seem out of place.


Shoot, I'll have to rethink, I was going to propose a werebear skinwalker warpriest. XD


Ack, sorry to steal your thunder. A wearbear-kin skinwalker seemed like the perfect fit for a cold northern land.


Dotting for interest: I might not have time to submit because of extenuating family circumstances but I sure would like to

Also, idea: we could ALL be bears

4d6 ⇒ (1, 3, 3, 6) = 13 12
4d6 ⇒ (6, 2, 5, 6) = 19 17
4d6 ⇒ (4, 1, 5, 6) = 16 15
4d6 ⇒ (2, 1, 2, 5) = 10 9
4d6 ⇒ (4, 4, 1, 1) = 10 9
4d6 ⇒ (5, 6, 5, 6) = 22 17


4d6 - 2 ⇒ (5, 6, 2, 6) - 2 = 17
4d6 - 1 ⇒ (5, 5, 6, 1) - 1 = 16
4d6 - 1 ⇒ (1, 5, 5, 3) - 1 = 13
4d6 - 2 ⇒ (5, 6, 6, 2) - 2 = 17
4d6 - 1 ⇒ (3, 2, 1, 3) - 1 = 8
4d6 - 1 ⇒ (2, 2, 4, 1) - 1 = 8

The dice giveth and the dice taketh away

Liberty's Edge

I apologize if this has been asked and answered and I just missed it, but what are we doing with the knowledge checks? Flat d20 for each one or submit a character and use their knowledge skill modifiers to make the rolls?

I’m thinking about a ranger. It sounds like good favored terrains would be mountain, cold, and forest and good favored enemies would be human, dwarf, orc, and goblin. We’re not going to spend 90% of the campaign underground fighting mushroom people, right?


Create a character, then roll using their skills. No one had asked.

Ranger is still my favorite class. Those three are good terrains, although swamp and urban might also come up sometime. For favored enemy, dwarf probably wouldn’t be good and undead could be quite good.


Spoiler Rolls:
Spoiler #1: DC 10 Knowledge(Local): 1d20 + 1 ⇒ (3) + 1 = 4 fail
Spoiler #2: DC 13 Knowledge(Local): 1d20 + 1 ⇒ (15) + 1 = 16 succeed
Spoiler #3: DC 13 Knowledge(Local): 1d20 + 1 ⇒ (15) + 1 = 16 succeed
Spoiler #4: DC 20 Knowledge(Local): 1d20 + 1 ⇒ (14) + 1 = 15 fail
Spoiler #5: DC 10 Knowledge(Geography): 1d20 + 4 ⇒ (17) + 4 = 21 succeed
Spoiler #6: DC 13 Knowledge(Geography): 1d20 + 4 ⇒ (15) + 4 = 19 succeed
Spoiler #7: DC 15 Knowledge(Geography): 1d20 + 4 ⇒ (2) + 4 = 6 fail
Spoiler #8: DC 13 Knowledge(Geography): 1d20 + 4 ⇒ (4) + 4 = 8 fail
Spoiler #9: DC 20 Knowledge(Geography): 1d20 + 4 ⇒ (18) + 4 = 22 succeed
Spoiler #10: DC 10 Knowledge(Geography): 1d20 + 4 ⇒ (9) + 4 = 13 succeed
Spoiler #14: DC 10 Knowledge(Religion): 1d20 + 2 ⇒ (9) + 2 = 11 succeed
Spoiler #15: DC 10 Knowledge(Religion): 1d20 + 2 ⇒ (3) + 2 = 5 fail
Spoiler #16: DC 18 Knowledge(Religion): 1d20 + 2 ⇒ (14) + 2 = 16 fail
Spoiler #17: DC 12 Knowledge(Nature): 1d20 + 6 ⇒ (11) + 6 = 17 succeed
Spoiler #18: DC 17 Knowledge(Nature): 1d20 + 6 ⇒ (5) + 6 = 11 fail

I'm working on an introduction. Bernina is a hunter with a lynx animal companion. Her profession is wilderness guide. More when I've had a little time to spin something out.

Meanwhile, here are a few sample posts from my favorite characters. I'm also a GM for 2 PF1 APs.

Father Emil, Cleric of Erastil

Shasta, the bard

Saniana Quickly, Gnome Druid


Wow damn I was thinking of a full blooded orc ranger or hunter with a lynx companion who is a wilderness guide day to day


So far it looks like we have a bunch of martial/survival types and not a lot of arcane casters or magic users in general. I’m not going to let this impact my selection, but if we end up with four rangers I’ll initiate a discussion about party balance in the discussion thread before play starts.

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