Imeckus Stroon

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254 posts. Alias of parizzio.


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I don't intend on letting it die. Over the course of this week I've recruited two other people, each never posted. I'm on the hunt again and will fill our 4th soon.

However, I am considering ending the combat through role play instead of dice rolls once I get someone solid, as having two people disappear in the middle of the fight and be replaced is just...silly.


Le sigh. I'm sorry this group keeps getting stalled. Working on a replacement.


@Darkfire: Awesome! Do you run it here? I'd love a link to look over it. Always wondered how people like Baron Vandermir would have gotten along had house Barca won that battle.

@Party: Things get more sandboxy here, guys. I've given you several plot hooks your group can look into. Most of it's been subtle clues, and if you all are feeling lost and want some direction, don't hesitate to let me know here.


Sending a PM to Fiora today, I'll autopost for Fiora if I don't hear back


Auric:
I'm not sure if you knew you were flanking with Vincent or not. If you didn't add the +2 to your attack roll, then your attack crit. If you did, it did not. I've assigned damage as if it were a crit. If this is true, no need to reply to this!

Auric's mighty blow caught the plated man off guard, and certainly drew his attention. He turned angrily to Auric, preparing a counterstrike.

Greatsword: 1d20 + 10 ⇒ (18) + 10 = 28
Dmg: 2d6 + 5 + 6 ⇒ (5, 6) + 5 + 6 = 22

Meanwhile, the remaining twin launches a series of attacks on Vincent.

Daggers: 1d20 + 8 ⇒ (17) + 8 = 25
Dmg: 1d4 + 3d8 + 6 ⇒ (3) + (6, 3, 7) + 6 = 25if hit

Daggers: 1d20 + 8 ⇒ (2) + 8 = 10

Init: Fiora, Obed, Vincent


GM:
2d20 ⇒ (12, 6) = 18

Of the two black robed figures, one quickly evades the entire burst of flames; the other, and closest to Obadiah catches the brunt of the blast: his mortal essence departs before he even has time to scream.

The figure furthest removed on the causeway slips away even more, all the way to the door of the gatehouse, retrieving a cylindrical tube from his pack.

Initiative proceeds to Auric


Just curious if there was a mechanical reason behind Dammerich being your chosen deity. Mitra is pretty much the only deity really followed in Talingarde with exception to the evil cult of Asmodeus.

I'm simply going to place you into the group as if you had been there so we're not tying things up with 'who are you, where did you come from...'

Essentially, a small group of Knights of Alerion was sent up to report to Commander Havelyn at castle Balentyne. The group stopped in Aldencross for the night, a small town a mile southeast of Balentyne.

After the arrival, they heard new about a serious of strange and unfortunate circumstances occurring over the last month: random deaths, poisonings, friends plotting against eachother....

In the investigation, the group of Paladins ended up travelling to Balentyne to witness the end of a massacre. Bodies of dead guards litter the entire place and they were just a few moments too late, witnessing the death of the commander. Right now, they are in combat with the remaining villains.

If you're interested, I keep a roll20 map up for this group for positioning here.

I will replace Allyo Shan's token with yours, and place you on his initiative for this combat.

The fight is occurring on a causeway over a drawbridge.

You are about 35 feet away from the main combat, and another 30 feet away from an enemy caster that is lingering behind.

It is presently your turn as well :)


I finally got in touch with Allyo, and he has decided to withdraw from the campaign. My discussion with him did bring up a possible valid issue I may have been missing.

The creation of an all-paladin party seemed thematically fun and appropriate when I started this campaign but ultimately I feel that it's robbing your characters of your unique identities in regards to both mechanics and role play opportunities.

If you are completely satisfied with your character and their interactions, then I am equally satisfied. However, if any of you wish at this time, you may completely recreate your character.

I'd like to have this entire process done by the end of tomorrow, or at the very latest by the end of the weekend (it generally appears like the PbP forums are much less active on the weekends). Feel free to discuss intentions and ideas here!

I only ask that if someone does change their character, we break verisimilitude and pretend those changes existed all along.


Recruitment is briefly open again.

I'm looking for one player. Character creation remains as is in the first post, with the added requirement that one of your classes be Paladin.

The group is a full band of Knights of Alerion. Presently, the second classes of the remaining three members are Fighter, Oracle, and Bard.

No need to make a character sheet. Just let me know what class you would like to play and a brief concept. Some history with the WotW AP is preferred.


I'm replacing Allyo, I'll have this done as soon as possible.

In the meantime, if there are any changes you'd like to make to your characters feel free to do so now.


Sorry! I got it now! The military chain of command would be the Captains. Who are all dead. After that it would go to some of the more civilian members like Father Donnagin and Tacitus. Also dead. Basically, the chain of command is dead.


This seems to have fallen into a slump. I'm going to send out a few PMs and hopefully we can start pushing forward again.


There's a few bends in the wall leading to the causeway, and running requires a straight line. I moved you as close as I could, just a few spaces behind Auric


The second twin and plate user move in and surround Vincent.

The antipaladin provokes an AoO from Vincent, the second rogue could not get an attack this round.

Attack: 1d20 + 9 ⇒ (7) + 9 = 16

Init: Fiora-->Allyo-->Vincent


Indeed Vincent, but you won't be in range of the healer. I directed your attack towards one of the twins, as he is your only valid target

Vincent's aim was true: the blade embedded itself in the mans shoulder, prompting him to painfully scream. Bloodthirsty, he charged at Vincent, eager to reciprocate the violence as his kin yelled out to him.

"Brother, no!! Wait for Edicius!

Attack: 1d20 + 8 ⇒ (9) + 8 = 17

The unknown caster backs up further, chanting once again...

Spellcraft 16:
Cure Light Wounds: 1d8 + 3 ⇒ (3) + 3 = 6

Initiative moves to Auric


You may need to zoom out on the map more, all the figures are definitely on the board Edit: With the exception of your eidolon. For now I'll assume it's a space behind you

Without a jump check I just moved him about five feet from the edge of the wall. Fiora could go straight down and not have to worry about hitting anyone

Does Vincent care to take an action before we proceed or will "Nooo!" suffice?


The plate wielder eyes his allies, motioning his head to ensure they've taken note of the Paladins before turning his blade to the Commander.

Attack(Smite Good): 1d20 + 12 ⇒ (18) + 12 = 30
Confirm Crit: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 4d6 + 10 + 12 ⇒ (5, 5, 2, 5) + 10 + 12 = 39

The mighty blow penetrates the Commanders armor, leaving a trail of blood leading down the front of his chest piece as he falls to the ground. The other twin laughs maniacally, kneeling down to finish him off.

Coup de Grace: 2d4 + 3d8 + 12 ⇒ (4, 1) + (8, 8, 6) + 12 = 39

Lord Havelyn put up a desperate and valiant fight, his opponents look battered, tired and weary, but begin moving towards the Paladins.

Init moves to Fiora, Allyo and Vincent.


Aaaaaaand Paizo crapped out right as this started up. Lovely. Better luck moving this combat along today, I hope

"Fiends! You'll pay for your treachery! the Commander shouted, bringing his massive sword down on one of the twins.

Attack(Smite Evil): 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 2d6 + 5 + 6 + 6 ⇒ (4, 1) + 5 + 6 + 6 = 22

The figure in the back that remained away from the scuffle moves in, laying his hands upon the injured twin and chanting.

Spellcraft 19:
Cure Moderate Wounds: 2d8 + 3 ⇒ (6, 6) + 3 = 15

Initiative moves to Auric


Vincent:
[/ooc]From the courtyard, you would have to run up the stairs to the watch-wall that leads to the bridge. Since the description wasn't completely accurate, I can say that it would have been entirely possible for Vincent to jump from to the wall instead, which will save him a good bit of ground movement after.[/ooc]

Vincent jumps from the tower, landing on the wall and makes his way towards the fray. You are still about a double move away from being within melee range.

Though the hostile figures take notice of Vincent, they continue their assault on Havelyn. One of the two twins attempts to sink his daggers into the commander, the first wild swing misses, the second, Havelyn deflects with his shield.

Attack: 1d20 + 8 ⇒ (1) + 8 = 9

Attack: 1d20 + 8 ⇒ (10) + 8 = 18


Understood! And I also want to clarify that roll20 is not mandatory or expected. I use it on my end to help with positioning and keeping track of combats. You are free to post descriptions of your actions and I can manage just fine!


It's not completely necessary, but will be incredibly helpful. I've created a roll20 campaign for map and combat use. Click here to join. If you do not have a roll20 account you will need to register. Once inside, please state your characters name in the chatbox so that I can give you permission to move your character. You can zoom in and out of the map with the scroll bar in the top right corner of the map section. The map will be ready in the next few minutes

Initiative:

22 - Vincent
21 - (Enemy)
20 - Lord Havelyn
19-11 (Enemy)
10 - Auric
8 - (Enemy)
7 - Fiora
5 - Allyo

I don't see an initiative modified for Auric. If you could please roll one here and I'll modify the initiative on my next post, or edit this one if you have it within the next hour


Remember Auric, all of the captains are now gone. Varning and Barholde lie dead in their chambers. In the introduction, you learned that Captain Mott killed Captain Eddarly for having an affair with his wife and has been taken to Branderscar prison. The only major authority figure left is Lord Commander Havelyn, but none of you have been to his chambers.

Heading back to the tower and running upstairs, the Paladins find dead guard after dead guard, until finally reaching the fourth and top floor. There, two double doors at the top of the stairwell have been opened with such force that one lay on the floor in pieces. This room was the rookery for Balentyne, but is now simply an orgy of death. Dead messenger ravens line the room, all surrounding the corpse of Martin, the once somewhat eccentric bird keeper.

The entire northwest to southeast portion of the wall is open here, presumably to allow the birds to come and go as they please. From this vantage, the Paladins can see a great deal. Two stories down lies a courtyard with a keep centered within. A watch wall surrounds the courtyard, with a narrow access bridge leaving east. The access bridge sits above the drawbridge, with a level near the end to raise and lower it. There, an epic battle ensues between Lord Havelyn and four mysterious figures. Two look similar, dancing around Havelyn with daggers in each hand, waiting for an opening. The third has his features covered by plate armor black as the night itself. The fourth stands away from the others, preparing divine power for his allies. The fight is roughly a hundred feet away, two stories down.

Map and init will be posted soon


Poking through the Captains rooms, the Paladins find yet another corpse: that of Ryan Varning. This would conclude that all four Captains of Balentyne have been disabled. Their bodies have yet to be pillaged, it would seem their attackers left in a hurry.

Captain's Loot: Stardate 04142016:

1250 Gold
A wand of cure light wounds, caster level 5, 32/50 charges.
A cracked dusty rose prism ioun stone
One suit of full plate, marked with the symbol of the Mitran Army.
One Greatsword, marked with the symbol of the Mitran Army.
One Longsword, marked with the symbol of the Mitran Army.
One Heavy Steel Shield, marked with the symbol of the Mitran Army.
Two blue and white Talrinean tabbards.
A potion of barkskin


As Auric settles from calling the captains, silence once again engulfs the hall.


Opening the western door, Fiora sees a short hallway that takes a right turn at the end only thirty feet down. After the turn, the hall extends another sixty feet down and is well lit by torches burning on sconces. There are five doors in the second leg of the hall way, two on each side and one on the end. All of the side doors have placards beside them, each with the name and title of the four Captains of Balentyne.


Pushing through the trapdoor, Auric finds himself in a smoky room. A now inoperable forge adorns the center, dented, cracked and surrounded by a sea of wooden splinters; dozens of halberds and arrow quivers have been irreparably smashed and litter the floor. There are two visible exits: A set of stone stairs start on the southern wall and wrap upwards towards the west, and a door against the western wall on this level. A rope ladder is rolled up next to the trapdoor.


My RL friends decided to show up and demand I run game tonight :P

I'll get a post up in about four hours. Hope everyone is having a good weekend


Corporal Vincent wrote:
Is there a ladder to the trapdoor?

There is not, at least on this end. The trapdoor itself is closed, but only ten feet high.


The long, dark tunnel slowly inclines as it leads in a straight path northwest. A door at the very end is left open, revealing a room on the other end that is dark, dusty, and unoccupied. The light coming in from the tunnel assuming the Paladins use one reveals a well-stocked supply room, equipped with barrels of potable water, crates full of durable rations, suits of armor ranging from full plate to chain shirts, all marked with the Darian heraldry of Talingarde, longswords, shortswords, longbows, shortbows, arrows, and a very recognizable fancy crate of wine.

The dust of the floor is thick enough to reveal obvious tracks, from the tunnel to underneath a trapdoor in the center of the room.


Finding the wall-switch on the cellar proves to be a relatively simple task once the Paladins are aware of it. Spending enough time, they can locate a section of stone that pushes in, triggering a sliding wall, that leads to a musky unlit hallway fashioned of the same stone in the cellar.

On the floor, no more than a few feet from the entrance of the hallway, lies the body of Bellam Barholde. His corpse is hog tied and badly beaten, with a fatal knife-gash on his throat.


Thank you for the feedback. I'm curious as to why it was listed as a light or one handed weapon with a form instead of just giving it its own unique description? Flavor?


While the Paladins discuss their course of action, they hear heavy footsteps running up the stairs. Jenna bursts into the room, exclaiming, "You must come! Quickly! There's something making a hell of a ruckus in the cellar. Did you leave something down there??"


I had encounters planned for both, so it was really up to everyone what they wanted to do :)


They are well behind. Just found the evidence in the room. Instead of further investigation they are just going to march on to Balentyne by road.


It would be much easier to find with the map you acquired. Though I did forget about breaking the key inside her door.


I'm more concerned with the route. You could take the road or use the tunnel underneath the inn.


I have returned earlier from my trip than anticipated. Posting shall resume!


I have returned from my brief trip sooner than I anticipated.

I'm ready to start posting again, but by the looks of it, the group is still discussing the list, and what their next move is!


Yeah I haven't been there in about 14 years. Most of my stays in Amsterdam are brief, I try to stay here as little as possible except for those annual family visits. I'll definitely try to get out of there


Yeah I heard about Wolf Hollow, it's in Schenectady isn't it?

Amsterdam is a pit, my entire family lives in this tiny little town (well, some of them have expanded into Mayfield and Gloversville), but these tiny towns are just a wreck now.


Driving from Fayetteville NC to Amsterdam NY, though I stopped in Richmond VA last night to meet up with my brother to carpool and stayed there for the night


Upstate. Amsterdam. It's about an hour away from Albany


Almost finished with my drive to NY. I should get a post up tonight


Almost finished with my drive to NY. I'll get some posts up tonight.


Unfortunately, my grandmother passed away today. I'll be out of state in New York until Sunday, April 3rd. I will not be able to get this campaign launched until then, but rest assured, it is still happening. I apologize that it has taken this long.

No need for condolences, she lived almost to 90 and had a wonderful life. For those who pray, please send them for my mother!

On a lighter note, Happy Easter everyone, and enjoy your weekend.


Unfortunately, my grandmother passed away today. I'll be out of state in New York until Sunday, April 3rd. No need for condolences, she was almost 90 and lived a great and full life. For those who pray, please do so for my mother. I will still continue to make posts, but they won't be as frequent.

On a lighter note, Happy Easter, I hope you all enjoy the holiday weekend.


Unfortunately, my grandmother passed away today. I'll be out of state in New York until Sunday, April 3rd. No need for condolences, she was almost 90 and lived a great and full life. For those who pray, please do so for my mother. I will still continue to make posts, but they won't be as frequent.

On a lighter note, Happy Easter, I hope you all enjoy the holiday weekend.


Yeah, I was actually about to take a jab at him with Selino and say "look, Lady".

Gotta love those manly elves.


A thorough examination of the room reveals a few items of interest:

Three thin tube-like glass vials thrown together on the floor. Two of them are completely empty; the third is half full of a dense clumpy off-white powder.

A small, oval bellied glass vial with a flat bottom, full with a light blue liquid. It appears to have rolled underneath a bed and been forgotten.

A map, with a roughly drawn outline of The Lord's Dalliance basement. A portion of the northern wall is circled red, with the word "Balentyne!" written above it.

A crumpled piece of paper on the desk has an untitled list, with some of the entries crossed through.

List:
M.M
M.G
T.M.
F- A.D
B.T.
B.B
J.B

C- Z.E.
C- F.M.
C- R.V
C- J.B.
LC- T.H


A few moments into searching, Auric feels the poison coursing through his veins... Another fortitude save, please

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