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![]() Hey folks. My sincerest apologies about the holdup. Don't give up! The campaign will continue. I got sick last week, and what started as a bad cold became pneumonia, for which I was hospitalized. I've spent most of the past four or five days laid up, weak as a baby, doing a lot of sleeping. I was released this morning, and will do my best to get caugh t up ASAP. :) ![]()
![]() Right on, thanks! In addition to your tokens, I am creating journal entries for each character, and giving you rights to manage them, which in this case includes the built-in character sheet. Since we will be handling all gameplay here, and just using the map for visualization/combat, it's up to you whether or not you want to use it. I just wanted to present the option. ![]()
![]() Okay, let's see how this goes. Here's the invite link: https://app.roll20.net/join/3934415/n1XlVw ![]()
![]() Ah, super. I've only used it as a player, so I might well throw them your way. Biggest thing I'm trying to sort right now is copying the map from the PDF of the campaign maps into Roll20 in such a way that the size makes sense. I'm also at work, so I am giving it half attention, but yeah, I may well hit you up later. ![]()
![]() All good, mate. BTW, I am working my way through the crash course for Roll20 (how to size maps, use Fog, etc.) and I should have that up and going soon. DM dice:
Endol - 1d3 ⇒ 1 Cellaich - 1d3 ⇒ 3 Jagray - 1d3 ⇒ 3 Pushing open the metal trapdoor at the top of the chute, you emerge into a 10x20 room with a closed door at the south end. You see nothing else in the room, except for what look like bloodstains and drag marks leading from the door to the chute you just climbed out of. ![]()
![]() Breaking the fourth wall for a moment... if anyone has any prior k nowledge of the AP, I would ask that you try to ignore it. Not a slam at you, Endol, at all... but the fort checks were coming, just not quite yet... that said, Endol's will be taken into account. You see nothing else of interest in this room, and the only apparent ways out are the door you came in through, and the chute with the bodies piled underneath it. ![]()
![]() Cellaich, the stairs look sturdy enough to climb, but you can see that at the top they are blocked by a large pile of rubble, as though the walls of whatever is up there collapsed. Amestri, you notice that all of the corpses seem to have one thing in common: they are all wearing the same sort of button-up (formerly) white uniform the creature in the first room had on. A uniform of some kind, it would seem. You also find some coins and various little trinkets on some of the bodies. 1d20 ⇒ 5 gp worth Endol, I assume you are trying to make sure these people are actually dead, and that the doppelganger isn't hiding here? But why did you make a Fort save?
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![]() A broad chute extends diagonally through one of this cellar’s half-crumbled stone walls. Beneath it lies heaped more than a dozen mutilated humanoid bodies. Nearby, a flight of rickety, wooden steps climbs toward the high ceiling—an escape none of the room’s current occupants seem capable of employing. The smell of rot and decay in the room is nearly overwhelming, and the buzz of flies hangs in the air. ![]()
![]() As it stands, I've built him with a longsword and shield, but I haven't taken any focus feats yet. Celad:
Male Aasimar, Angel Blooded Paladin 1 LG medium humanoid Init +3 Senses Darkvision (60) Perception +1 DEFENSE AC 19, touch 11, flat-footed 18 hp 12 Fort 4 Reflex 1 Will 3 OFFENSE Speed 20 ft Melee Masterwork Longsword +5 (1d8+3 19-20/x2) or Iron, Cold Mace, Heavy +4 (1d8+3 x2) or Dagger +4 (1d4+3 19-20/x2) STATISTICS STR 16 DEX 13 CON 14 INT 10 WIS 12 CHA 16 BAB 1 CMB 4 CMD 15 Feats: Noble Scion (Scion of War), Armor Proficiency, Heavy, Armor Proficiency, Medium, Armor Proficiency, Light, Shield Proficiency Skills: Acrobatics -5, Appraise 1, Bluff 3, Climb -3, Diplomacy 7, Disguise 3, Escape Artist -5, Fly -5, Heal 7, Intimidate 3, Knowledge (nobility) 7, Knowledge (religion) 4, Perception 1, Profession (Healer) 5, Ride -5, Sense Motive 1, Stealth -5, Survival 1, Swim -3 Languages Celestial, Common Gear Masterwork Longsword, Iron - Cold Mace - Heavy, Dagger, Kit - Paladin's, Horse - light war, Breastplate, Shield, Heavy Wooden Thoughts are welcome. ![]()
![]() Hadwyn Marlenn:
Male Half-elf Magus 2 CG medium humanoid Init +2 Senses: Low-Light Vision Perception +3 DEFENSE:
AC 16, touch 12, flat-footed 14 hp 12 Fort 4 Reflex 2 Will 3 CMD 14 OFFENSE:
Speed 20 ft Masterwork Quarterstaff +3 (1d6+1 x2) CMB 2 STATISTICS:
STR 13 DEX 14 CON 13 INT 16 WIS 11 CHA 13 Feats:
Combat Expertise, Armor Proficiency, Light, Skill Focus (Knowledge (arcana)) Skills:
Acrobatics 1, Appraise 3, Bluff 1, Climb 4, Diplomacy 1, Disguise 1, Escape Artist 1, Fly 1, Heal 0, Intimidate 8, Knowledge (arcana) 11, Knowledge (planes) 7, Linguistics 8, Perception 3, Profession (Fisherman) 5, Ride 1, Sense Motive 0, Spellcraft 7, Stealth 1, Survival 0, Swim 4, Use Magic Device 5
Languages:
Elven, Common, Draconic, Goblin, Dwarven, Gnome, Grippli Gear:
Masterwork Quarterstaff, Kit - Magus Race:
Half-elf Traits (Core 24) • Adaptability (Core 25): Half-elves receive Skill Focus as a bonus feat at 1st level.* • Elf Blood (Core 25): Half-elves count as both elves and humans for any effect related to race. • Elven Immunities (Core 25): Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. • Keen Senses (Core 25): Half-elves receive a +2 racial bonus on Perception skill checks.* • Multitalented (Core 25): Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. • Low-Light Vision (Core 25): You can see twice as far in conditions of dim light.
Traits:
• Self-Taught Scholar (UCa 58): You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill* for you. You gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll. • Bruising Intellect (UCa 59): Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.* Class Features:
• Archetypes: Staff Magus • Armor Proficiency: You are proficient in Light Armor. * • Weapon Proficiency: You are proficient with all Simple and Martial Weapons. • Arcane Pool (Su) (UM 9): You gain a reservoir of 4 points of arcane energy. These points replenish once each day when you prepare your spells. You can expend 1 point from this reservoir to give a +1 enhancement bonus to one weapon you are holding for 1 minute. This bonus stacks with existing bonuses, to a maximum of +5. • Spell Combat (Ex) (UM 10): If you have one hand free you can attack and cast spells on the same round. As a full round action, you can make all your attacks at a -2 and cast a spell. You can add your intelligence bonus to your concentration check to cast defensively if you take the same penalty on all your attacks. You can use spell combat at any time. • Quarterstaff Master (Ex) (UM 49): You gain the Quarterstaff Master feat as a bonus feat.* • Spellstrike (Su) (UM 12): Whenever you cast a spell with a range of touch from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. You can make a free melee attack with your weapon as part of casting. If successful, the attack does normal weapon damage as well as the spell effects. You use the weapon's critical range, but the spell effect only deals x2 damage on a critical hit. Background:
Hadwyn has always been a smart kid, but jaded and a bit of a loner. It's not that he dislikes people. He just finds them to be a bit random, and prefers the orderly solitude of his studies. He's been taught by the sect, but uses most of the money he brings in from fishing to help further fund his book addiction and education. His magical ability is something he prides himself on. He assumes it comes from him part-elven heritage, but since his mother is human and doesn't speak much on "back then", he can't say for sure. Of late, he's been more and more restless, and longs for a chance to put the things he's learned to use, to test them in the real world and refine his knowledge based on the results. Recent events in the city may allow him to do just that... Happy to change any of this around to fit things better! ![]()
![]() A cold, iron furnace hunkers in the corner of the basement, its four-foot-square door gaping half open. Nearby sprawls a heap of gory clothes and other dubiously flammable trash. Looking at the furnace, you believe that a small person could easily fit through the vent pipes leading up. Someone closer to your size might be able to get through, but it would be hard. As you look through the debris in front of the furnace, you see bones... you'd guess from at least six different creatures. You also find some things you recognize as being yours... Assuming you tell the others, the remainder of your basic equipment is here, amidst the trash. ![]()
![]() Cellaich, that was a doppelganger. You know that it is a monstrous humanoid creature that is able to take on the form of other humanoids. You know that it is immune to sleep and charm magics. While not inherently evil, they are not above using their mimicry to their own advantage by doing things like playing people against each other. ![]()
![]() https://docs.google.com/drawings/d/1j6V7UifSwy-WEJ0nuQApihTGZ_1oW45ZgT9vI27 FTGI/edit?usp=sharing My first attempt, so let's see how it goes. You should be able to edit and move your icons around. If I made a mistake (likely) do let me know. I placed everyone where I thought they were based on description, but feel free to move yourself if I am wrong. ![]()
![]() Jagray, you find an assortment of small items in one sack: holy symbols from a few different faiths (including your own), what looks like a black bridal or funeral veil. The other sack contains more tattered and stained robes like the ones you are wearing. Cellaich and Amestri: The man gives a weak groan. Despite Amestri's efforts, he's still in bad shape. Voice weak, he says, "I'm not sure who I am... or why I'm here... or where this is. I woke here, to find that... blasted thing cutting on me... she told me... that I used to be a guard here." He stops, his head slumping back, gasping for breath from even this bit of effort. ![]()
![]() I will get maps up and going on Roll20 this weekend. In the meantime... In addition to the two cells you were in, which are directly across from each other, with the table the man is strapped to in-between them, there is another cell to the west along the north wall, but it is empty. At the west end of the room, there is a huge pile of rubble, which would be well beyond your capability to move, and an opening that leads around a corner along the south wall. Due east is the door the creature ran through. Sitting against the wall near the door are two large sacks, which appear to be fairly full. ![]()
![]() Hello, all. Glad to join you. I see you have a magus archer, a fighter archer, a dervish shifter, a shield-focused slayer, a melee-focused bloodrager, and a cleric. A few things came to mind, but I'd love feedback on what you all feel is missing... I saw mention of a healer and I am easily able to go that route. Heal-focused cleric or Warpriest of Desna or maybe Sarenrae
Other thoughts welcome! I will likely build something by this evening. Thanks, and I am looking forward to it. ![]()
![]() Why not? - How much experience do you have with Pathfinder rules?
- How much experience do you have with Roleplaying in general?
- Are you familiar with PbP formatting and how to?
- Have you ever played the Risen from the Sands before, even just a little? (please be truthful)
- How many PbP games are you currently active in? Do you GM any?
- Will you be able to check the game at least daily or every other day to post? If not explain and we can work with you. Yes, no problem. - What type of characters do you like to play? Personality, Class, Themes! I usually play more serious characters. I like to play studious characters, even if they are only knowledgeable about their own job. As for themes, I like to explore things like the impact of adventurer actions, redemption, faith, free will and individualism. Oh, and I favor rangers and bards, but have also played fighters, clerics, druids, and monks extensively. And I am familiar enough with most other classes to be comfortable playing them. ![]()
![]() The doctor ducks the hastily thrown rock and responds by throwing her cleaver towards Cellaich and bolting to the east. As she turns to run, she changes before your eyes, leaving a hairless, long-limbed creature with silvery skin in a bloody lab coat running for the door in the east wall. Concurrent with this, you see a woman from the cage on the other side with a bandage around her eyes step out and place a hand on the bound man, who sighs with relief at her touch, though he still looks plenty injured. I am not used to using maps in PbP, as I haven't done it before. That said, I do HAVE the maps. If any of you have used maps in GMing PbP before and have any suggestions, they are welcome!
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