Kel the Guardsman wrote:
Actually, the rules do say that you can't charge through a space occupied by an ally. We'll stick to the rules as written on this one.
The hungry, wriggling maggots attack Jens and Kosz with circular mouths full of sharp teeth! But, they fail to penetrate the warriors' armor. Maggot Bite 1: 1d20 ⇒ 12
Both attacks are misses. Next group...Sanjay, Kosz, Vaashti. Although, I guess we already have Sanjay's action so just Kosz and Vaashti then (resolved in order of posting).
Aaliyah rushes forward and hacks one of the maggots to bits before anyone else can even react. Pale flesh and sickening goo fly everywhere under her shining blade. Not to be outdone, Jens follows right behind, hacking a large furrow in the grisly flesh of the second maggot. Aaliyah's charge attack killed one maggot easily. I put Jens in I3 since his target maggot was already dead. Not sure if that's exactly a legal charge, but I figured there's been enough confusion already, so I allowed it. Maggot attacks coming up! Initiative Order
Vaashti C'tan wrote: Personally I just copy JPG map backgrounds into MapTool, and use the built-in coordinates and token placement, like you see here. That looks great, and I am thinking about how to do something similar with our combat maps. I was thrown a bit by the fact that the current map is a 10' per square scale, so that seems slightly trickier (at least for me). I'll have a look at MapTool and Roll20 to see what I can do. Sounds like initiative groups are the way to go! We'll definitely do that.
drayen wrote:
Let's go with this! I appreciate the assist.
Aaliyah El-Amin wrote: Well, the one thing I can think of that kills PBP games right quick that I've seen (only on here once, but elsewhere a couple of times) is trying to be a stickler on acting in initiative order. Just for example, say Vaashti nat-20d her init roll - most of the players would be stuck waiting until she wakes up in the morning to act, and then some of us sleep during the "day" for various reasons, which would cause combat to extend out for about three times as long as it needs to. Does anyone have a problem with initiative 'clusters'? I think some games handle things where all of the PCs' actions are resolved in post order until it's time for the enemies/NPCs to act. In this case, I would resolve Aaliyah's action, then Jens' and then Kel's. After the enemies act, then we cluster up the next PC actions in order of posting to conclude the round.
Aaliyah El-Amin wrote: Also, your map doesn't seem to include who's where, so just declaring a charge at the closest maggot. Did you see the link I posted right after the initiative order? I edited it in there after you posted I think. You should be able to see 'tokens' I made for all the PCs as well as the enemies (and the dead spider as terrain).
Well...our first combat! My thoughts on running things: 1. Let me know what you think of the map. It's crude, I know, but I think it should do the job for now. Please include coordinates whenever possible, so I can be precise with your movements and targets. 2. Please roll damage for any attack roll, even if you think it's going to be a miss. 3. I intend to always make passive rolls for the PCs (like I did with your initiative in this battle) to keep things moving along quicker. I know several of you have experience as players/GMs in other pbp games, and I welcome your thoughts and experiences on what works well for keeping combats smooth and easy for all concerned. Thanks!
Aaliyah Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Giant Maggots Initiative: 1d20 - 1 ⇒ (19) - 1 = 18 Initiative Order
Sanjay, with the help of the approaching Vaashti, helps carefully turn over the injured elf to better assess his condition. The man groans in pain, even as he stirs; he seems to be regaining consciousness. One look at his face brings a shocking sight, however; the youth, let alone the priestess, can easily see that a terrible tragedy has befallen the poor man. His face is a mass of horrid looking burns, his eyes utterly destroyed. Vaashti knows from her years of experience that while she may ease the elf's pain to a degree, it will be beyond even her skill to restore his sight. Meanwhile, Aaliyah, Jens, and Kel look upon the motionless spider, considering the best way to handle the situation. Then they see an armored figure emerge from the darkness and approach the massive thing from the other side of the cavern. As Kosz drawn near, he sees that the black shape is indeed a giant spider...a black widow if he's not mistaking that distinctive red hourglass marking on its abdomen. What's also clear, from the stench, is that the immense vermin is dead...probably has been for at least several days. Yet, even as the paladin starts to relax, he hears a muffled sound...chewing?...and then spies a bulge wiggling around inside the spider's abdomen. Then, with a disgusting splattering sound, one...two...three enormous maggots burst forth from the spider's carcass! They drag their greasy, pallid flesh forward hungrily, undulating toward the fresh meat. Battle Is Joined!
As Sanjay scouts out to the edge of Aaliyah's light spell, he almost trips over something...no, someone. An elf with long, white hair, garbed in the robes of an arcanist lies prone amongst the rubble. The Vudran youth might almost presume the man to be another unfortunate fatality of the violence on the surface...until he stirs and utters a sudden, painful groan!
All pain and wounds are from superficial injuries only, everyone is at full hp, FYI. As your headaches clear, memories of what happened begin to flood back in terrible clarity. Armasse officially began at noon, with the blessing of the festival
To the west, the fortress known as the Kite — the location of
A moment later, a powerful roar accompanied a welcome
As the ground continued to shake and disgorge demons
The sight of the dragon smashing into the facade of the
Even as you fell, the dragon noticed your plight. Though she saw
As memory returns, so too does hazy vision, and the group begins to get a sense of where they are. It appears to be a vast cavern, the ceiling and far walls of which recede into darkness. On one side, the wall has collapsed in an enormous mound of rubble — here and there the arms or legs of victims who didn’t survive the fall protrude, confirming Sanjay's horrible fears. The walls and floor of this cavern have the rough texture of natural stone; clumps of stalagmites jut from the ground. The distant squeaks of bats echo broadly, suggesting that this underground space is large and relatively open. Grit and rock dust covers everything. In the back of the cavern, a disturbing shape looms. Nearly the size of a horse, what appears to be an immense black spider crouches silent and still on the ground.
The noon hour approaches, and the commencement of Armasse draws nigh. Everyone in attendance presses near the Cathedral of St. Clydwell, awaiting the arrival of Lord Hulrun and the blessing which will officially open the festival.
And then, the party awakens in utter darkness. Sense returns to the senseless. Heads throb with thunderous headaches; ears ring. The choking smell of dust in the air makes it difficult to breathe. The sound of clattering rocks, coughing, and moans of pain are all around. The feel of broken rubble presses against aching bodies; the taste of dirt and grit fills mouths. Memory returns even slower than sensation. It remains pitch black. What will you do now?
Vaashti C'tan wrote: Reaching the tent, she cautiously entered, and called out "Hello. I was told this was the healers' tent. I am here to offer my healing services for the melee. I know the events are about to start, so I thought I'd best check in here quick before the opening ceremonies, or whatever they are." Vaashti enters the long, low tent to find rows of simple cots and benches laid out for the healing and refreshment of those warriors who may have need throughout the day. A half-elf clad in the raiment of an Iomedaean priest stands with his back to the tent entrance, folding a wool blanket. He calls over his shoulder, "Wonderful, we can certainly use the help! The blessing of the Inheritor be upon...you..." his words trail off as he turns to get a good look at Vaashti. A brief, but all too awkward moment passes and the priest speaks again, his welcoming tone vanished. "Actually, we have no need of your services here, but thank you just the same. I was just closing up the tent anyway, and I'm sure you'll want to move along. You wouldn't want to miss the opening prayer of Armasse. Off you go, then." The priest ushers Vaashti quickly from the pavilion, carefully making sure he never actually makes physical contact with her.
Vaashti C'tan wrote:
The woman's eyes narrow as she takes in Vaashti's unusual skin coloration and cloaked form. After a tense, silent moment she points to a striped pavilion some yards off, and turns away without a word. By this point, most of the people nearby seem to be heading in the direction of the Cathedral, as it is nearly noon.
Aaliyah El-Amin wrote: Aaliyah quietly reaches out her hand to accept it as well to try to sign up... The older woman passes the list from Kosz to Aaliyah, taking in the girl's slight frame with a measured look. She shrugs, "Of course, the melee is open to all who would assume the risk of such combat." After Aaliyah also signs up, the woman calls out, "Enlistment in the melee is now closed for the opening ceremonies of Armasse!" The crowd begins to drift in the general direction of the Cathedral at this pronouncement.
Kosz Trumpeter wrote: Turning slowly from side to side, the scene of ordered chaos was absorbed through the narrow slit in the nondescript iron helm which rose nearly a full foot above most of the gathered throng. Continuing to follow the flow of the traffic, links of chain of the armoured shirt glinted dully in the late morning sunlight, he came to a stop at the boards in front of the ring for the melee. "I would compete." He stated to the woman who was checking in participants. "Of course, good sir, you shall have your chance to test your mettle if you like." The middle-aged woman offers Kosz a long roll of parchment and a stub of charcoal. "Make your mark here, then return in an hour, after Lord Hulrun's benediction."
For several weeks, excitement has been building in Kenabres — Armasse is coming! Traditionally Armasse was an opportunity for scholars and priests to come together to study the lessons of history from wars past. However, since Aroden’s death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival date, 16 Arodus, is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war. Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the weeks leading up to the event. Although Armasse is a citywide celebration, the majority of the event, including its jousting matches and other entertainments, takes place at Clydwell Plaza, just west of the cathedral. It is here that the campaign begins, with the PCs in attendance near the cathedral’s facade — each of whom has been lucky enough to get a good spot to observe the opening ceremonies at noon. In just a few moments, Lord Hulrun will take his place before the temple for the blessing which officially opens the festival. Game on! We'll start with a bit of introductory role-playing. Please take a moment in this opening scene to describe your character, offer a bit of backstory on what has led to him/her to Kenabres and the festival of Armasse, describe what he/she is doing now, and so forth.
Okay, everybody, we're closing in on the start of the game. Yesterday was quiet because I was wiped out after working a double. But I did manage to add some more info to my makeshift Kenabres gazeteer, featuring some of the prominent locations in the city. Definitely have a look at that under the Campaign Info tab. Game thread goes live tonight after work! :)
Jens Varmodsson wrote: Oh hey - question here, GM. I built Jens in HeroLab, and haven't purchased all the additional material yet. I just found the animal companion archetypes in Animal Archive while browsing the PFSRD, and think the Charger archetype would be great for Alfsigr. Is it too late to change that? Not too late! Go ahead and make the change.
Hey all, I've started to put some information together under the Campaign Info tab for the game. Right now, there is a map of the city of Kenabres, and some information about the various districts of the city. This is the kind of info that a PC could learn after being in the city for a few days/weeks, which is what I'm assuming for the player characters as the game begins. I'll be adding more in the near future, but please do check it out.
Sanjay Gupachandra wrote: I know it's quite early to be thinking of stuff like this, but should (*fingers crossed*) the campaign live that long, how do you feel about Prestige Classes? The more I look at Sanctified Rogue, the more I wish it actually gave cool magicky things*, but not so much.... so I'm considering some possible dips into Wizard (or even) Witch, en route to an eventual Arcane Trickster. I'm kind of a fan of Prestige Classes, but I have a couple of rules I'll enforce to make sure they feel, well...prestigious. 1. Any choice made must make sense in accordance with your character's personal development and history to that point in the campaign. 2. You get one Prestige Class choice, that's it. No dipping into multiple PrC's like it's a cheap buffet. I hate when power gamers do that sort of thing, and I won't have it. Those things said, I think your plans sound fine. :)
Kel the Guardsman wrote: Also, another Teifling? Awesome. :) Yeah, two out of about a half dozen or so submitted. Could have had an all-tiefling group almost. But about that... I'm reading up on Kenabres, and one of the qualities of the city is 'Racially Intolerant (Tieflings)'. :) I guess it's not hard to understand why that might be. Oh, but there's also this faction of Witch Hunters that apparently goes around the city arbitrarily exacting brutal forms of justice on individuals whom they think could be possessed of demons, in league with demons, thought about being in league with demons, know someone who's in league with demons, have a funny accent, whatever. So, you know, tread carefully there, tieflings. Might not want to go flaunting those horns and tails too ostentatiously is all I'm saying.
So now that we've got a group together, let's revisit the topic of the Campaign Traits. I know they're very railroady, but...Having read the first adventure now, I will tell you that there are some pretty cool plans coming down the pike for those who have selected the traits. Now, it may be possible to adapt some of these story lines to fit existent backgrounds without actually selecting a campaign trait...I won't know for sure until the next couple adventure volumes get released. Anyway, I guess my point is that while I still won't require the selection of a campaign trait, I do think you might be missing out on something neat down the road if you don't. I also wanted to mention that I'd prefer not to have overlap in the selection of campaign traits. I think that Aaliyah and Kosz both were going after Touched by Divinity. Any chance that one of you might want to go a different route? FWIW, I think that Aaliyah is a somewhat better fit for that particular trait if that makes any difference. I've already got plans brewing, you see...
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