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My Character is posted. I can send you something further if you would like. Scans of the character sheets?

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No, that's plenty! I only suggested pdfs since your characters will progress relatively quickly, and many of the players hadn't used this forum for play-by-post before. The learning curve for entering a character is quite steep!
Haha,
I am already leveling my character and Phantom!

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Guess what? On Halloween The Jimmy Kimmel Show showed up in my neighborhood and filmed some trick or treaters, my son among them! My son the vampire on the Jimmy Kimmel Show http://youtu.be/4yRhOme-n70

GM Art Severance |

Guess what? On Halloween The Jimmy Kimmel Show showed up in my neighborhood and filmed some trick or treaters, my son among them! My son the vampire on the Jimmy Kimmel Show http://youtu.be/4yRhOme-n70
That is so awesome! He did a great job!

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Hey guys, sorry for my slow posting rate recently. Work is kicking my ass and next week I'm in Vegas for a convention. I'll try to post once or twice each day.

GM Art Severance |

Guys, we're going to use Roll d20 for the maps in this game, at least initially. Please follow the link at the top of the page and ask to join the campaign. I'll add you and give you control of the token for your character. There's no need to do any of the fancy setup. I'm only using that website for the maps, not die rolling, chat, initiative, or anything.
I will, however, post pictures there. You can see the initial map, your tokens, tokens for the mules and wagons, tokens for the drivers and Mr. Gribb, and pictures of Mr. Gribb, the drivers, and the two wagons.
I'm still working on getting David and David to join us. They said they were interested. So there may be two more PCs joining the party before it heads out, or shortly afterward on the towpath.

GM Art Severance |

There's a vertical slider at the top of the window toward the right side that will let you zoom in and out. I couldn't find an appropriate map, so I drew a primitive one myself. There is a green strip on each side of the towpath. You're probably zoomed in on that. Try running the slider down toward the bottom to zoom out.

GM Art Severance |

Not yet! If there is anyone any of you think might want to join, we can invite some others. For now, I have it calibrated for three players through 2nd level, so you should be fine. You can always hire some muscle when you get to Belhaim of if you run into any on the road. And the dogs will help at this level.

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Speaking of time constraints I'm off to Costa Rica tonight. I'll be out of the country for the next 7 or 8 days. Ill will check in as often as internet coverage allows.

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Hey Art. I both do and don't want to be a geeky gamer booger, but the adventure starts in the early spring right? Because Erastus corresponds to July and you skipped a day because Sunday follows Star Day. For all I know the module might be wrong, but early spring starts with Pharast (March). One of the things I really appreciate about being in a campaign is the the character development that evolves from the intersection of culture and the seasons. The Inner Sea World Guide pages 248-249 are a help.

GM Art Severance |

Brett, it's totally my mistake. We are still in the one-sentence hook of the adventure and will be for some time. Since two of the characters are brand new, I wanted a mini-adventure at the start that would help you gel as a group and get them a level before you have to tackle the meat of the adventure. The mod actually doesn't talk about the time of year at all.
I will double-check what I wrote, but I intended early spring and probably just typed the wrong month name. My other, in-person adventure path is in Erastus, so that's probably where the error came in. As for the day of the week, that's just an oversight on my part. I was having you start on Sunday to make the start look odd. Then when I wrote the first posts about the actual trip, I thought the initial action took place on Sunday, so it must be Moonday.
Unfortunately, I can only fix the most recent post. I'll do that. It is definitely early spring and is definitely Pharast, not Erastus, and definitely Sunday, not Moonday. I'm sorry I got that mixed up. I was actually trying really hard with that part! Thank you for pointing out the error before it went too far.

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I've got family in town, as well. Intermittent posting until Friday.
ALSO, I'm traveling to Paris for two weeks, beginning this Friday. First week is business, so I'll be able to post, intermittently. Second week is vacation with my wife, so my posting will be VERY LIMITED from Saturday, Dec 6 - Friday, Dec 12.

Tangaroa |

Hi! I got an invite to come check this game out. Here I am!
I haven't had a chance to read the thread yet, but I was considering a gnomish bloodrager from Wispil, in the Verduran forest as a character concept. I see from the first couple of posts that this would likely necessitate me coming from the other direction as the party (or, perhaps traveling on my way home). I would think that I would probably go for the arcane bloodline.
Does that sound like an OK fit with your party?

Tangaroa |

Something like this? Apologies for the name...
Albern Fee
Male Gnome bloodrager 1
CG Small humanoid (gnome)
Init +2, Senses low-light vision; Perception +2
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DEFENSE
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +1, +2 vs. illusion spells or effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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OFFENSE
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Speed 30 ft.
Melee elven curve blade +4 (1d8+3/18-20)
Ranged sling +4 (1d3+2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, confusing critical (DC 13), rage (7 rounds/day)
Spell-Like Abilities (CL 1st, concentration +3)
1/day - dancing lights, ghost sound, prestidigitation, speak with animals
Bloodline fey
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STATISTICS
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Str 14, Dex 14, Con 16, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Armor proficiency (light, medium, shield), Exotic Weapon Proficiency (elven curve blade), Weapon Proficiency (simple, martial)
Skills Climb +4, Profession (Sailor) +7, Swim +4 (ACP -2)
Traits Indomitable Faith, Ship Aptitude
Languages Common, Gnome, Sylvan
SQ fast movement
Combat Gear
Other Gear elven curved blade, leather lamellar, traveler's outfit, sling with 20 bullets, pouch, sling, backpack, blanket, flint and steel, rope, soap, waterskin, iron pot, torch (10), rations (5), 0.8 gp
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SPECIAL ABILITIES
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Bloodline Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats.
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on the table above. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage (Su) The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Confusing Critical (Su) At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet.
Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Obsessive (Ex) Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Ship Aptitude You are used to crewing on many of the different types of ships that sail the Shackles. As a result, you have a knack for quickly determining the weaknesses and strengths of any ship, even ones you've never set foot on before. You gain a +1 trait bonus on Profession (sailor) checks, and Profession (sailor) becomes a class skill for you.
Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
I do have a backstory brewing in my mind. Basically: He was a boomrafter, brought up in the strange traditions of Wispil - went to join the Taldan navy, but was rejected (something about being too short). Now he's returning home in poor spirits.
I went with the Fey bloodline. Seemed most thematic.

Albern Fee |

Ahem, just to be pedantic: we're going for strict init order or kind-of-sort-of init order as dicted by the post? I know the issue can be a little hazy in PbP

GM Art Severance |

Welcome, Dan!
I've created a token for you on the Rolld20 page above. Please sign into the page. After you do, I'll be able to assign control of the token to you. We will assume that Bear'f has been in delay. You can post an action for Bear'f at any time you want, and I'll slot him into the initiative order, if the party is still in rounds.