The second time Dargon tries to pick his manacles you hear "Are you sleeping?" from the other side of the door. On the third attempt the locks open
When Dargon attempts to unlock the chain holding his feet it seemed to be a simple lock
and he opens it with only slight effort. Freeing this chain frees all your legs.
Dargons attempt to unlock Morthos seemed easy. And the Kids locks came off with similar ease. Rendylyns manacles too a few tries but with no activity from the guards they to evenually came free. The locks around Posh's wrist were a little troublesome but no noise caught the guards attention and Dagon sprung him free
Morthos draw the patch free from the veil and it turns into a black bladed dagger. You are all now free.
make an intelligence check DC15
Intelligence check:
The freeing of you all too about two hours and it's about mealtime.
{b]"Fine. But if I hear a single sound from now to supper I'll knock you out."[/b] With that the guard leaves the cell, locking it. Then both guards move to the adjoining room.
The guards come in grumbling. There are two guards one stands by the door to 19 with a signal horn at the ready. The other guard opens the cell and enters. He has a sap in his hand. he comes within 5 feet of Kid Vicious. He strikes him once.
He deals 6 points of nonlethal damage
"I told you to be quite filthy scum. You got something to say now?"
Rendylyn when you were taken you passed from Cell 18a through 19 and into 20. Then you were returned to cell 18a.
Dargon:
The DC for simple lock is 25 and your roll was 22. But you could reroll you have had to roll because if you fail with a roll by five or more there is a "result" that you haven't had to deal with yet. If you pick any other of the locks holding your fellows after picking your ownyou get a +2 circumstance bonus because the locks are so similar. This is in addition to using masterwork thieves tools which give an additional +2 equipment bonus.
The patches that remain on the veil are 2 daggers, a lantern, a rope, three Sacks, Window, and four vials. The vials have what looks like a small tag on each but the writing is to small to read.
When the noise level rises you hear a banging on the door to room 19 and a loud voice saying "Shut up in there or I'll thump you on the head"!
If I could make one small suggestion, GM. There's a game I'm in run by FangDragon, who submitted for this campaign and is an excellent DM. Whenever a skill check is called for, they'll put the successful check result in a spoiler in the same post to keep things moving so there's no delay in the action. And it is less burden on you because players who passed the check can immediately check the spoiler and react to the information. The idea is that we're all experienced enough to trust when not to look and rp accordingly
If it's something particularly sensitive, or the DC is very high, the text they'll put in the spoiler will read "I'll let you know."
In my experience, GM fatigue is the number killer of pbp games. More specifically, the effort to keep players engaged and consistently posting becomes a real drag and ultimately more trouble than it's worth. Every little thing helps.
@Dargon the DC for these manacles is 30. So you came close but not quite. But you do see what looks like thieves tools on the veil.
@Posh and Treesa the DC for general Knowledge (Arcane) checks is 15
Dargon you receive the veil and see a patch that look like thieves tools on the veil. When you examine the manacles locks they appear to be simple locks though it will be tricky doing so with you hands bound.
The veil has several patches sewn on it. eighteen in all. Common shapes 2 daggers, a Bullseye lantern, a Hempen rope, three Sacks, what looks like tools, Window four vials, an Unholy Symbol of Asmodeus.
"Sadly I can't help you any more than I have." Her message delivered, Tiadora rises and the guards return. Immediately, her demeanor once more changes and she is again a perfect picture of grief. “No, I can’t bear to leave you!” She gives the PC a kiss on the cheek. The kiss is ice-cold and feels somehow alien and inhuman. Tomas shakes his head. “I’m afraid it’s time, miss.”
She looks deep in Tomas’ eyes and says, “Thank you for letting me say good-bye. There’s no need to search my dearest. You are such a good friend for letting me see my dearest one more time.”
“Such a good friend,” Tomas repeats his voice almost mechanical. Then the watch sergeant seems to snap out of it and bows politely. “A pleasure, madam,” She leaves unveiled. Her eyes meet the PCs one last time and she briefly gives them a wicked smile.
“Three days” telepathically echoes in the PC’s mind. “Don’t disappoint me, dearest.” The visitation concluded, the you are taken back to your cell by a cadre of guards and you are again shackled. Once more they are secured in tightly locked bands around your ankles and your hands are shackled above your heads.
Those of you still in the cell see Rendylyn being brought back into the cell and chained by the same guards as before. Before they leave you all hear a bellow from the room to the west. "Hungry" is all it says. You can tell it is a large creature.
You are escorted roughly to a meeting room down the hall and shoved into a chair. There waiting for them is a hauntingly beautiful woman in an elegant black dress and soft silken veil. She looks as if she is headed to a funeral. Her hair is so platinum as to almost be white and her eyes are a vibrant almost unearthly green. She clearly has been weeping.
“Oh, dearest,” proclaims the unfamiliar woman. “I’m so relieved you’re alive!” She quickly turns to Tomas. “Could we please have a moment alone, good sir? For pity’s sake?” Tomas goes blank for a bit and then quickly agrees. “Of course, my lady. For you,’ tis no problem.”
Make a Sense Motive Check
“Have you forgotten me, dearest?” the unexpected visitor says with a smirk, dropping her pretense of grief. “Call me Tiadora. We possess a mutual friend who would like to meet you and your fellow cell-mates. Unfortunately, our friend is unwilling to visit you in your present rather shabby accommodations so it seems you must escape. Don’t be so dour. Just because it’s never been done before is no reason you can’t be the first."
"If you manage that, cross the moors on the outskirts of town. On the old Moor Road you’ll see a manor house with a single lantern burning in the second story. There our mutual friend waits. That is all I know. He did want me to give you this.” She takes off her silken veil and wipes away a few fake tears with it. “Something to remember me by, dearest.”
Sorry about the confusion with the map. I'm using google slides for right now. I'm debating using Roll20 in the future. Everyone should have access it's in the campaign section at the top of the page.
I also sent a message to Dargon. So I hope he joins us soon.
Everyone roll a perception and sense motive check.
A group of six guards, heavily armed and ready for trouble, come into the cell led by a fat well-dressed sergeant of the watch. you all recognize Sergeant Tomas Blackerly, the man who branded you. The man who laughed when you flesh sizzled. He points to the one who calls herself Rendylyn.
“You there! That’s the scum! Get ‘em unshackled. If any of you makes trouble while the other gaurds are gone they’ll earn a thrashing! Today’s your lucky day, scum. You’ve got a visitor. How you ever warranted such a fine lady is beyond me. Seems she wants to say good-bye. Now step lively. We wouldn’t want to keep her waiting.”
With that he hikes up his breeches and walks back into the adjoining room. Three guards come into the cell and unshackle Rendylyn. One does the unshackling while the other two brandish long swords. There are two more guards at the door to the cells holding signal horns. When they have her unshackled they lead her out of the room.
In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.
Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.
You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.
Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom.
For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?
Ok, it was a tough decision. There were a lot of good characters but I made my decision about he last three spots. Yes I changed my mind about the number of spots. Someone pointed out that there is always someone who drops out early. So I decided to add one more player. Drum roll please...
Kid Vicious aka "The Falcon"'s Human Lawful Evil Unchained Monk
Can we use Aasimar variants? I'm Thinking of being a Garuda-Blooded Aasimar. What about Alternate SLA. Can we have them? Do we need to roll those or can we just pick one?
Scion of humanity allows you to select race traits (ie. Genie Blood) but not racial traits (ie. Comprehensive Education). You would need to select Mythic Racial Heritage for that.
Knowledge (Geography and Local) are not class skills for a Legendary Cleric
Unnatural Presence and Birthmark are both Faith traits. You can only have one trait from a catagory.
The DC for your channel energy is 14 and you can use it 6 times per day.
If you chose the +2 Dex as your Alternate Spell-Like Ability you don't get continual flame as well.
I'll let the Scion of Half-Elf thing slide cause it's not a big deal. I assume its so you can cast Paragon Surge.
You get two skills per level extra as part of the campaign.
You get a +1 to HP or skills as a Favored Class Bonus if you choose Legendary Cleric as your favored class.
Bluff, Intimidate, Perception, And Stealth aren't a class skill for the Legendary Cleric.
Handle Animal, Sleight of hand, Spellcraft, and Use Magic Device require you to be trained in its use.
you forgot the +2 racial bonus to Diplomacy
Are there goblins on the island?
Yep. Got the HP wrong. Will fix.
The other hexes are from the Extra Hex feat. Is that not allowed?
1 skills rank? I'll check. I have a spreadsheet that automatically counts for me, but I might have messed up the code.
Human. Half-elf related to ?? The fey stuff? I worked that in because of the future template. Can remove if that is bad.
Question. You mentioned everyone getting the Leadership Feat at 7th level. Regular Leadership? or Vile Leadership?
Edit: I count 11 skill ranks. That should be right. ??
Yes there are goblins. Mostly in the Savage North.
I missed the fact you took Extra Hex twice.
I didn't count Handle Animal for some reason.
Fey Thoughts is a Half elven Racial Trait . If you are just using it as a place holder for now that's fine, you just won't be able to apply it to your character.
Everyone will be getting Vile Leadership. Thanks for pointing that out.
Common is Taldane you can pick a different language
Your HP should be 9 (1d6+3 con)
You only have one hex at 1st level
your missing one skill rank
Are you Human or Half elf it looks like your trying to be both.
Thanks for Elephant in the Room rules, GM! That will make my roguelike summoner so much easier to pull off well.
I'm almost done spec-ing him out, so I'll start on the writeup tomorrow. He's a Murderous ratfolk summoner, and the plan is for him to mess around a bit with Teamwork feats.
GM, do you have a preference for Unchained vs chained summoners? I can build him either way.
Also, are you using Spheres of Might? If you are, I have some additional ideas for evil that the system could enable further down the road... >;)
Unchained or not your choice.
But we will not be using Spheres. I understand it adds versatility but I don't really like it.
I am intrigued and have a character background that would be perfect for this - got his parents killed when he was a child and went further off the rails from there. The DM for that recruitment said it was "dark," probably too dark.
But... I've done something like this before on pbp and my experience is that some players conflate evil with selfishness, and have no qualms about threatening other PCs to the point of belligerence, which I think is just really annoying. Though the GM was a very good storyteller and extremely patient teaching the system, there was no conversation about how evil PCs should play together. The campaign chewed through many players and eventually fizzled out. Will there be guardrails for this campaign? LE seems like a good start - having some kind of code to stick by... What are your general thoughts for player conduct? I would love to be in an evil game that works.
You make a good point. Everyone in this campaign will be offered a choice, move on into obscurely, or accept a deal with the devil. You will be signing a contract that has rules regarding loyalty to each other. Violating these rules will end in Hells wrath. This means each of those selected must act in the best interest for the group or go directly to hell. Make a new character.
For those who might be unaware of how a Lawful Evil should act, look over the following discussion here. If you still need guidance just ask in the discussion and someone will surly help.
I assume this is going to use 1e, but want to make sure. You know how those lawyers are, always check the fine print, right Asmodeus?
Sorry I missed you. Yes. this is 1e.
@Everyone sorry for all the mistakes. Everyone should be aware of the fact Mitra will not be used in this campaign. Instead we will be using the Trinity of goddesses, Iomedea, Desna, and Sarenrae.
Would you be OK if a complete PBP newbie threw in an application? I've just started running my own game on here, I think I can handle running a PC alongside it. If you're open to it, I'll put my application up sometime over the weekend!
Here are some rolls just in case :)
** spoiler omitted **
Beginners are welcome. As I said in the OP it's my first time running a PBP too.