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Keylac
2012-07-24, 04:29 PM
Welcome to the Kingdom of Arim Campaign.

First off, there's two posts beneath this one that you guys should check. The first is for Announcements. The second is an OOC introduction to what you guys are doing next IC.

In my signature, you'll find links to this game's important threads – and those of the other, duplicate game I'm running. I trust you guys not to go peak at what they're doing and ruin the fun for yourselves. :smallwink:

And that's it for an introduction. Let's get going.

Our Cast of Heroes

Those valiant (or foolish) mortals that have decided to adventure in Arim!

Uriell (http://www.myth-weavers.com/sheetview.php?sheetid=426020) (Holice) - A native to Arim, Uriell was born Johan Francis, son of a local tailor, but took the name Uriell as it sounded more Elvish to him. Against his father's wishes, he spent most of his time in the forests outside their city. There he traveled for days on end at time, learning the ways of the forest, and the watching the elves of the neighboring nation. With the outbreak of war and the lack of money in his district, his family grows poorer with every passing month, and he must now take it on himself to use the skills and knowledge he has acquired to find a way to provide for his family. He speaks in Blue.

Alexis (http://www.myth-weavers.com/sheetview.php?sheetid=425670) (Archmage1) - Alexis is a somewhat plain looking elf, who has traveled a lot, but has spent most of her time in cities. She has traveled through the Empire of Kanar, Mizan, and Arim. She grew up in Kanar, where she lost her parents at a young age, turning to thievery. After taking a job that was too much for her, she fled to Mizan. Here she learned magic before fleeing to Arim to escape a powerful enemy. She was caught stealing and required to join the army, serving for only two days after training, when the war ended. She will do her best to help those who can't help themselves; however, her help is not usually legal. She will typically try to avoid forming close friendships with anyone, as everyone that she has befriended has died. She speaks in Indigo.

Slayer of Sharpbite, leader of the Clawed Fist's Hunters.

Tulkar (http://www.myth-weavers.com/sheetview.php?sheetid=425892) (AvocadoAvenger) - The half-orc son of a raped mother, Tulkar has always had a bit of darkness inside. The recent murder of his mother at the hands of soldiers of Mizan has taken away the only good things in his life. Left behind was a vengeful, angry young man, unsure of how to go on and uncertain of the future. He speaks in Teal.

Slayer of Fireclaw, Shaman of the Clawed Fist and Gyrax, Tyrant of the Clawed Fist.

Arthur (http://www.myth-weavers.com/sheetview.php?sheetid=566508) (Kelamor) - Arthur Greyson, a simple, tall human who claims to be a veteran of the recent war that had plagued Arim and Mizan and before that a farmer drafted into said war. He will not say which side of the conflict he was on. Instead, claiming no allegiance or nationality, Arthur travels about righting wrongs and fighting for justice, claiming to have been saved and sent out into the world by a god he has no name for. He does not preach, however, and only speaks of his story when asked. Instead, he chooses to let his actions speak for him and be an example to all that there is a way for good to triumph. But there is only so much one man can do alone, so Arthur has sought out others who seem to have similar intentions in mind, following rumor after rumor to an inn where a group of adventurers, and perhaps his destiny, await him.He speaks in Grey.

Petil (http://www.myth-weavers.com/sheetview.php?sheetid=565465) (Xhosant) - No Description Yet. He speaks in Green.

Holken (http://www.myth-weavers.com/sheetview.php?sheetid=566031) (Ogothay) - Holken is a young human male who has been apprenticed to a dwarven smithy. As a teenager, Holken realized he had a gift for the magical powers that started manifesting in his body. As a result he has left the smithy to learn more about his innate powers, and how to fully control them. He is driven by a desire to understand his powers and his surroundings, and would welcome any opportunity to gain and share knowledge. Holken is usually slow to act; not because of stupidity, but for a desire to know every option and possibility available before making a decision.He speaks in Magenta.
As a reminder, I'll add various deeds that you've accomplished, as well as various titles or nicknames people are referring to you by. Kill a dragon, and you'll be known as Bob the Example, Dragonslayer. Botch a roll and burn down the best tavern in the city, they're going to call you something a lot less complimentary.

Gameplay Rules

Some notes on how we're dealing with gameplay through PbP.

Posting and Posting Rate. If you want to contribute to something, such as a conversation, I'll give you a about 48 hours to do so. After that, it just slows down way too much. If you don't feel like you have anything to add, you can still post something short to let us know you're still around and saw what happened. Or you could let people know in the OOC thread. Try not to just stay completely silent though, since it makes other people want to wait for you to get the chance to do something.
In combat, this drops to 24 hours. If you don't post during your initiative (more on that below) then your character will take a Total Defense Action and pass your turn. I may, at my discretion, have your character do something else obvious. For example, if you're on fire, I might have your character attempt to extinguish the flames instead of simply standing there, dodging.

Initiative. When combat begins, I'll roll Initiative for you, as well as rolling it for the Bad Guys. After I do, I'll average out the Bad Guys Initiative. Every player that has a higher initiative, you go before them, in whatever order you post. If you have a lower, you go after them, in whatever order you post. The monsters will of course go in between. I may make exceptions (such as for BBEG's) who will be able to go before the party, during the Bad Guys turn, or after the party.

Rolls. All rolls need to be on the Forum Dice Roller; you can find the post for it here. If you think you need to roll something, go ahead and do it before I tell you. Worst thing is it didn't matter, but it might save time.

Absences. If you've got to go out of town or something, by all means, just let us know first so we're not stuck waiting for you. If it's going to be for more then a day or two, I might play your character for you, or he might wander off to do something else, or maybe just follow along silently. Feel free to state a preference.
Setting

Here is all the Setting Information that I had up in the Recruitment Post.

Map of the Whitecrest Sea (https://docs.google.com/file/d/0ByxsmGLMsVmzSnJIcFgxNm4wams/edit?pli=1) (The Kingdom of Arim is most of what's inside the black square).

Map of the Duchy of Kerist (https://docs.google.com/file/d/0ByxsmGLMsVmzNjY4Q1RsSDJZaHM/edit?pli=1), circa Act I.



Overview


The Whitecrest Sea is a mostly land-locked body of water, surrounded on three sides by land. It lies at the eastern edge of a larger continent, separated from the rest of the continent by a vast grassland and desert that few have reason to cross. Surrounding the sea are many kingdoms, primarily inhabited by elves (in the south) and humans (in the north).


Geography

The land around the Whitecrest Sea is normally divided into seven different regions: The Elven Forest, the Sea of Grass, the Isles of Nordhal, the Northern Kingdoms, the Far North, the Danbari Peninsula, and the Out Isles.


The Elven Forest. It is here, in this primeval forest, that elves first dwelt around the Whitecrest Sea, long before the first human found a way south through the Icepeak's. It is here they founded the city, then Kingdom, now Empire of Kanar, and sent forth colonies to settle all around the great sea. To the south of the Elven Forest lies a vast desert that bars passage in that direction.


The Sea of Grass. Stretching for hundreds or thousands of leagues, the Sea of Grass are great steppes and plains that separate the Whitecrest Sea and it's people from the rest of the continent. Occasionally, a few travelers cross this vast wasteland, bringing tales of other cultures, but they are rare indeed.


The Isles of Nordhal. These Islands, found in the heart of the sea, are ruled by the Princedom of Nordhal. The big island, named Nordhal after the first human to land on it, is the primary center of trade and meeting ground for the other kingdoms surrounding the sea.


The Northern Kingdoms. Here is the heart of human civilization among the Whitecrest Sea. It is here that humans first came to the sea, traveling south from the Far North to find less harsh and more forgiving lands. It was also here that they eventually created the great human kingdoms that dominate the region.
The Kingdoms of Vasa, Arim, Mizan, Kormak, and Malakar are found here. So too is found the Riverlands, a horrible land of marshes and bogs, given over to the foul monsters that infest it.


The Far North. Beyond the Icepeak Mountains, these lands are where humans first came to the area, crossing the frozen waters to the north and settling in these frigid lands. Eventually, many of them would find passes through the Icepeaks, settling the warmer lands to the south. Those that remain keep to their tribal customs, living a harsh life in a land filled with danger.


Danbari Peninsula. The Danbari Peninsula is some of the most fertile and mild land around the Whitecrest Sea. It boasts large forests, fertile plains, and mountains filled with ores and gems. This great wealth comes at a cost however; the various states and cities of the peninsula have been in a near-constant state of hostility for over a century, each attempting to dominate the others and rule the entire peninsula.


The Out Isles. A chain of volcanic islands that stretch across the mouth of the Whitecrest Sea, the Out Isles are home to lush tropical jungles. This sun-drenched land is known for it's constant warmth and beauty, but also for the dangers; deadly toxins are found in the simplest of creatures here, and strange diseases sweep through those unaccustomed to this land.


Nations


The principal nations surrounding the Whitecrest Sea are the human kingdoms of Vasa, Arim, Mizan, Kormak, Malakar, the dwarven stronghold of Iceheart, the Peninsular Kingdoms, the Princedom of Nordhal, the varied states of the Out Isles, and the elven Empire of Kanar. The Riverlands, while not formally a nation, or even united, might be considered one, albeit one inhabited only by monsters.


Vasa. Vasa was originally settled by nomadic tribesmen from the Sea of Grass. These tribesmen settled on the shore of the waters they named Lake Vasa before spreading to the south and east in a constant expansion. To the south, they were stopped at the Shining River by the elves of Kanar. To the west, they have continued to claim more and more land, approaching the border of the Kingdom of Arim.
It's borders currently stretch from the Sea of Grass, south to the Shining River, north to the Icepeak Mountains, and east nearly to the Riverlands and the Kingdom of Arim.


Arim. The Kingdom of Arim is the most practical of the human kingdoms. The people here may have abandoned the nomadic, barbarian ways of their ancestors, but they have not forgotten that practicality. Arim is a nation of farmers and craftsman, where people simply roll up their sleeves and dig into work. This mentality has contributed to a steady increase in the kingdoms wealth and importance.
Arim borders the Kingdom of Mizan to the east and the Kingdom of Kormak to the southeast. The western border lies against the Riverlands, with the Kingdom of Vasa's constant expansion bringing it ever closer.


Mizan. Like most of the human kingdoms, the Kingdom of Mizan was settled by barbarians from the Far North. Originally, they were very similar to their neighbors in Arim and Kormak, slowly civilizing into a nation of farmers. Then a prophet came among them, preaching devotion to a new goddess called Mizara the Everburning. The rise of her church produced a great shift in the culture of the kingdom named after her; the people here now prize philosophy, learning, and magic.
It borders Arim in the west, Kormak in the south, the Icepeak Mountains in the north, and stretches to a mostly undefined border with Malakar in the east.


Kormak. The Kingdom of Kormak was the first human kingdom around the Sea – and they wont let anyone forget it. The people of Kormak tend to be much like those found anywhere, but the aristocracy sets the regional standard for sheer arrogance. It's understandable however; they were a civilized nation before the first tribes that would settle Arim ever set eyes upon it.
The Kingdom of Kormak lays entirely on the Kormak Peninsula, south of the North Kormak Hills. Mizan lies north of those hills, and it borders Arim in the west, in the Kormak Valley between the South and North Kormaks.


Malakar. Malakar is unique among the lands of the Northern Kingdoms, a land where the barbarian tribesmen have mostly kept to their ancient traditions. Their towns tend to be small affairs, inhabited by only a few permanent residents, with the rest roving around. The “King” is chosen yearly by the elders of each clan, when they meet to discuss issues facing the land as a whole.
Malakar lies in the lands north of the Danbari Peninsula, with the Kingdom of Mizan to the west and the Peninsula Kingdoms to the south, though the borders are less then firm, with tribesmen wandering where they choose.


Iceheart. The dwarven stronghold of Iceheart is the only dwarven city found around the Whitecrest Sea. Founded by a group of traveling dwarves that crossed through a vast and labyrinthine series of tunnels and caves beneath the Sea of Grass, the dwarves living here have next to no contact with their kinfolk far to the west. The dwarves who live here retain something of the traveling nature of their ancestors, with many of them choosing to live in the human kingdoms.
This dwarven city is found in the highest peak of the Lesser Icepeak Mountains, with their nearest neighbor being the Kingdom of Vasa.


The Peninsular Kingdoms. Found on the Danbari Peninsula, these assorted states and cities are constantly seeking an advantage against each other, frequently resorting to war to attempt to improve their fortunes. The victor of one war finds themselves the loser in another, continuing the cycle of destruction and rebuilding that defines these lands.
They are all located on the Danbari Peninsula, with their northern border being with Malakar.


The Princedom of Nordhal. Settled by shipwrecked traders from across the ocean, Nordhal is the primary market and trading center of the Whitecrest Sea. The people who live here are quite different from their northern fellows, being short, slight, and dark skinned. They're also the best sailors and traders in the region, and are the most tolerant of folk. Nordhal also boasts the second highest population of elves outside of Kanar, and the highest population of half-elves.
Being only on the Isles of Nordhal, the Princedom has no borders with other nations.


The Out Isles. Grouped together for convenience, these city states and small kingdoms are a paradise for pirates, smuggles, traders, and those looking to escape problems in their own lands. Here, more then anywhere, it's skill that matters, not pedigree. The dizzying assembly of governments reflects this; a port ruled by a pirate king might get it's food from a small democracy of farmers, or a state ruled by it's church.


Empire of Kanar. The first nation to arrive on the Whitecrest Sea, the elves who live here expanded from a single city, to a great kingdom, to a mighty empire. The rise of humanity in the north resulted in the loss of their colonies along the northern shore, but they've maintained their control over the great Elven Forest and the nearby lands. While the elves appear united and monolithic to outsiders, there are internal divisions they themselves recognize.
The Empire borders Vasa at the Shining River, but shares no other land borders.


Riverlands. The Riverlands are the lands between the Arim River, the Tor River, and Whitecrest Bay. The land is almost entirely covered in swamps, marshes, and bogs. They're also filled with monsters, both those native to the environment and those driven into the area by the expansion of human kingdoms.
The Riverlands lie between the Kingdom of Vasa and the Kingdom of Arim.


The Kingdom of Arim

Arim is a human kingdom located along the Northern shore of the Whitecrest Sea. It's ruled by a King; the current one is King Rahjyis the IV. The Kings primary adviser is known as the Hand of the King, and the currant hand is Duke Jotan Hybran, the Duke of Atherstone. A subject of the kingdom is known as an Arimite.


Geography


Arim is bordered on the east by the Kingdom of Mizan and the Kingdom of Kormak, on the south by the Whitecrest Sea, the west by the Riverlands and (nominally at least) the Kingdom of Vasa, and the north by the Icepeak Mountains and the Khyber Vale. It is a land surrounded by rivers and mountains, mostly covered in the vast Kings Forest. The best farming lands lay in the West Taren Valley, and the only coastline is along the Kerist Coastal Plain. The climate is temperate, with winters being cold and snowy, but not terribly bad.


The Kingdom is divided into five duchies - Atherstone, Tor, Shalewood, Taren, and Kerist - ruled by a Duke or Duchess. It's major cities are Arimsburg, the Capitol, Tarensbridge, a major farming city and center of the trade with Mizan, and Kerist, it's only seaport.


Magic in Arim


Arim is not well known for it's mages. Many of those born with arcane talent travel to neighboring Mizan or Kormak, where magical knowledge and instruction is more plentiful. Those that remain tend to be more loyal to their fellow Arimites. There are only a few places in Arim that are magically significant, and these are known only to certain scholars, not the general knowledge.


Religion


The god of Arim is Krin of the Bells. It is he who calls upon them to devote their lives to good, simple pursuits, such as craftsmanship and farming. The Sea-Father is also well represented in Kerist, and Tarensbridge boasts multiple temples to Mizara.


The leader of the church of Krin is the High Cleric, based out of the Grand Cathedral in Arimsburg. The church has recently started to get more involved in politics, though most people aren't sure of why.


History and Now


Arim was settled in the second (of three) great waves of migration from the Far North. It was settled at around the same time as Mizan, but much later then Kormak. It restricted itself to slow expansion of it's borders into the wild lands through settlement, driving out the monsters that infested them. It's had mostly peaceful relations with it's neighbors for years, though the King worries that the Vasa will continue attempting to expand, bringing them into conflict with Arim.


It's most recent expansion, 180 years ago, was the city of Kerist and the Kerist Coastal Plain, now organized into the Duchy of Kerist. Previously an elven colony, the city was absorbed into Arim after decades of hostility, as the kingdom desired a seaport and the elves were determined to remain free. In the end, the sudden disappearance of the entire elven population in a still unexplained mystery allowed Arim to annex the city without war.


In recent history, Arim has just fought a short war against Mizan, it's neighbor. The war was caused more by trade disputes then a desire for conquest, stemming mostly from issues involving the Upper Taren River and the Upper Kormak River, both of which form the border with Mizan. This war was incredibly unpopular with the common folk, and made worse by the Kingdom's inability to pay all the soldiers they conscripted. These soldiers are now a serious issue for the kingdom, as desperate, broke soldiers are just bandits in the making.


Religion

Worship around the Whitecrest Sea is nationalistic. Each nation has their own god, and these gods are at their most powerful when acting within the borders that hold their believers. To act in the mortal plane beyond those borders with any real power requires the intervention of members of their clergy.


The origin of the deities is unknown. Many believe they were once mortals, risen to great power by the adulation and worship of their peoples. Others tell how they have always been here, but have constantly changed into new forms as the world around them changes. Still more tails abound, but none have ever been proved true.


Andaria. Queen in Heaven and the Noble One, Andaria is the goddess of Kormak. She is a god first and foremost of the upper classes, a stately goddess who prizes noble blood and the proper decorum of the noble classes. She is also a just goddess however, who demands that her followers uphold their responsibilities to those that are in their care, and a believer in the rule of law.
Her temples are gorgeously appointed cathedrals, filled with precious gems and metals, great works of art, and the finest silks. Each member of a noble house is expected to contribute something to the temple on various important dates, such as their birth and death (done in their name), their reaching adulthood, or their assumption of a title. Much of the wealth the temple collects gets used to build great monuments and parks, keeping the cities of Kormak places of beauty and grace.
Her symbol is a jeweled tiara. Her wealthy followers tend to have smaller duplicates made and wear them as bracelets.


Daras. Called the Emerald Guardian and the Huntsman, Daras is the god of elves and the elven Empire. He is a noble god, civilized, educated, and cultured, but he has not forgotten his roots as a deity of nature. He calls for people to live in balance with nature, taking what they need and caring for the land as they would their own home.
His temples are normally large, containing vast libraries and comfortable rooms, but they seem designed more to provide a backdrop for their natural surroundings then as masterpieces of architecture themselves. Even when built in the middle of a bustling city, they will be surrounded by large areas of wild lands, carefully tended by the priests. He prefers people to come there and learn, and prefers prayers made while hunting, an act he considers the purest.
His symbol shows a forest on one side, with a city on the other, divided by an arrow. This is normally carved into wood, with the city side plated in metal.


Delan. The Trickster, as he is known, is actually not the god of any nation. Delan claims that to be in charge of a nation would bore him to tears. Instead, he takes worship where he can get it. Most often seen on the fringes of civilization, Delan delights in trickery and lies, but is strangely unwilling to break rules. He prefers to just bend them a little.
His worshipers are as individualistic as he is, preferring to find their own ways to honor him, no two of which are ever alike.
He has no confirmed symbol, but is normally represented as two dice, one showing a 6, one showing a 1.


Gustavas. Warlord, Battlemaster, and The General, Gustavas is the god of the Kingdom of Vasa. He is a god of war, treasuring great deeds of battle, feats of strength, and the glorious march of conquest. His priesthood drives the expansion of Vasa, claiming as much land as possible, seeking out and destroying monsters where they dwell.
There are no temples to Vasa, only shrines built in military buildings. His priests live among the soldiers they minister to, with common folk gathering on the drill field once a week to receive blessings and pray. Most prayers to Vasa are conducted before a battle or other such feat, where a simply call for courage suffices.
His symbol is a sword and axe crossed over a shield, and is always made of steel.


Korframos. Earthshaper, Stone Beard, and the Granite Warrior, Korframos is the god of dwarves and their mountain strongholds. An earth deity, he is a dependable sort, though widely considered to be a bit dim. He is slow to anger, but to those that awaken his wrath he can seem unstoppable. He cares most that his followers create new works of stone and metal and judge the world with clear eyes. He prizes progress as well, but in all things he is patient, content with slow but inexorable changes.
His temples are glorious examples of architecture and rock carvings, but are simply adorned with more common metals, such as Iron or Copper. They always showcase various layers of rock and geological phenomena, and his followers are enjoined to study them, reflecting on the eternal nature of stone and the constant nature of change.
His symbol is a miners pick crossed with a blacksmiths hammer. They are always worked out of two less valuable metals, with Iron and copper being the most common.


Krin. Known as Krin of the Bells, Krin is the deity of the Kingdom of Arim. From his origins in the North, Krin is a deity of strength and guardians, but has also come to represent progress. Well known for favoring honesty and true speech, he is also particularly fond of those that work with metal. He's a practical deity who prefers his people get on with the business of settling towns and raising crops over “foolish” things like war.
In any city devoted to Krin, be prepared for bells. Lots and lots of bells. Every church and temple to Krin has at least one bell tower, and all of them are rung at noon each day. During times of great turmoil, the bells are run every hour, from sunrise to sunset, when all of Krin's bells sound His name over His city at the passing of each hour.
Krin's symbol is a bell; one is typically carried by his worshipers and rung when praying to him.


Mizara. The Everburning and Guardian of the Inner Fire, Mizara is the deity of Mizan. Mizara is chiefly credited with being the Guardian of the Inner Fire. To the Mizanese, the Inner Fire is that which drives people to better themselves and become more then they would, and to produce the great works of art for which Mizan is famous.
Temples to Mizara are always kept lit and warm, built around a central flame that burns constantly without fuel. All prayers to her are conducted in front of a flame, and normally involve the sacrifice of some small items. For the poor, this is normally no more then a few grains of food, to show their thanks, or a simple message, written and then burned.
Mizara's symbol is flame burning upon an open palm. Her worshipers normally prefer to melt this symbol into metals.


Sea-Father. The Sea-Father is the god of Nordhal. Primarily a sea deity, all sailors prefer to ask his permission and blessing before setting forth on a voyage, wherever they hail from. Compared to his peers, he's an inattentive deity, preferring to let his people go about their business, so long as they respect the waters. Even his true name is unknown.
All temples to the Sea-Father contain a large pool of salt water in the center. Worshipers are expected to bathe themselves in the pool or in the sea. If unable to do so, they must at leash wash their hands and faces. Prayer is done after, and normally consists of nothing more then a few whispered words; the fewer the better, since their deity has little patience to listen.
The Sea-Father's symbol is a wave, carved into a piece of driftwood.


Tethia. Leaf Dancer and Dweller in Shadows, Tethia is the deity of the Out Isles. She's a more primal, savage goddess then her peers. She prizes quick thinking and the beauty of her jungles, but also ruthlessness and a ready response to a threat. She loves nothing more then to move through her jungles, stalking prey.
Temples to Tethia are always built around an open courtyard where jungle is allowed to grow untouched. Worship is spent in quiet contemplation - made easier by a ban on violence in her temples. Nothing is sacrificed, and nothing else is demanded.
Her symbol is a Tethia's Kiss flower, a species of flower known both for it's beauty and the deadly poison it produces.


The Peninsular Gods. These are a wide selection of minor deities, each of which is worshiped by a small land in the Danbari Peninsula. None of these deities is very powerful, due to limited number of worshipers. That may change if one of the Peninsular Kingdoms manages to gain dominance, but until then, they are minor deities at best.


Tribal Spirits. The barbarians who still dwell in the north, beyond the Icepeak Mountains, and their near cousins in Malakar, still hold to their ancestral spirits. These include a wide variety of ancestors and beast totems.

Remember: If at any time you want to know something (“I wonder what that area is?”) just ask. I'll either tell you, tell you what Knowledge to roll to find out, or tell you that you don't know (generally with an explanation as to why).

House Rules

Here's a reminder of all the House Rules the campaign uses, along with The Big 16 from the Recruitment Post, just in case.


Races. The Racial Attribute Bonuses and the Human Bonus Feat from the base races may be applied to any race. For example, you could have a human with a +2 Constitution and -2 Charisma in place of the normal Bonus Feat. If you use a variant (such as Gray Elf, from the Monster Manual) you can't make this change.
Diplomacy. This setting uses the modified Diplomacy rules devised by Rich Burlew. They can be found here (http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html).
Knowledge: Local. Local in this sense refers to Kerist, both the city and the Duchy. Characters can apply ½ their bonus to any roll that concerns the Kingdom of Arim as a whole, and Ό their bonus to any roll involving Whitecrest Sea and the surrounding lands.
Survival: Tracking. Whenever a character enters an area, they may attempt to use Tracking to determine what live around or travels through here. Doing so is a DC 15 check if the creatures were moving openly, or up to DC 25 if they were not. This check does not displace other checks to find tracks and follow them; it merely provides general information.
Skills. Skills in this setting are very important, with multiple places prepared for various little used skills to be included. Given the increased importance, each class gains two more skill points per level (8 more at first level). It should be stressed to the players that no skill is useless, including the knowledge skills.
Traits. After a character has established his background, they should be given a Trait that accurately represent the characters background, mentality, or methods. As the game goes on, reward additional traits; if a character is always resorting (successfully) to stealth, give him a trait that reflects that. Traits should be awarded every 5 or so levels. Examples of traits can be found in the Advanced Players Guide for Pathfinder.
Heritage. Heritages are things about the PC which even the player doesn't know yet, primarily concerning the PC's ancestry. To determine a PC's Heritage, have the player roll a d10 against the table provided for that campaign. Do NOT tell the player what his Legacy is. Note: No two players should have the same Heritage.
Once each PC has a Heritage, they go about their life normally. Each Heritage has a specific place/person who can reveal it to the player. If the players reach that point, their particular Heritage is revealed to them, allowing them to act on that information if they wish. Each Heritage also has a bonus which is granted to the character at that time, though they continue to improve as time goes on.
Flaws. You may have one flaw, but it must be relevant to the character and a disadvantage.
Veteran. Upon starting, players who wish to be ex-military receive the Veteran feat for free. This feat gives +2 HP and changes the reaction of certain people to the PC's. If a player wishes to opt out of having been in the army, you may choose to do so; it's mostly a roleplaying device with a couple free HP.
Fractional Bonuses. We are using the UA Variant for Fractional Saves and Attack Bonuses.
Leadership. Leadership is not available as a feat. There is a similar ability that may be earned through roleplaying.
Spell Botch. Powerful spellcasting classes have a chance that their spell will fail, produce a different (usually harmful) effect instead. This is meant not to discourage players from being spellcasters, but rather to encourage them to try non-magical solutions before resorting to spells. Descriptions of the various class changes that can result in Spell Botches are given below, and the needed tables are given on page 11.
Ritual Circles and Holy Ground. These are used to offset the chance of a Spell Botch, primarily when crafting. They reduce the chance of a Spell Botch by 1% per level of the caster, effectively doubling the class feature that has the same effect. This effect applies only to spells of a level equal or lower to that of the Ritual Circle of Holy Ground.
To create a Ritual Circle or consecrate Holy Ground, you must first purchase special materials valued at (Spell-level x Spell-level x 1,000 gp). So, if you desired to create a Ritual Circle capable of decreasing the chance of a Spell Botch with fourth-level spells and lower, you would need to pay 16,000 gp.
Next, a spellcaster of the appropriate class (Wizard/Sorcerer for Ritual Circle, Cleric/Druid for Holy Ground) would need to spend 1 month constructing the circle or consecrating the ground. The spellcaster in question must be capable of casting spells of a level equal to the strength of the desired circle. At the end of the month, the process is complete.
Note, Ritual Circles and Holy Ground cannot be moved, and can be destroyed at DM discretion.

Class Specific Changes
Cleric Class Changes

Divine Feedback – When a Cleric casts a Cleric Spell, there is a 4% chance per spell-level that the Cleric is unable to channel the divine power properly, causing Divine Feedback. When this occurs, the Cleric takes 1d4 damage per caster level the spell was cast at. The spell has no other effect.
Example: A level 5 Cleric casting Cure Moderate Wounds at his maximum caster level rolls a 3 on his Divine Feedback check. He would then take 5d4 damage and the spell fails.
Chosen Vessel – The chance of Divine Feedback Is reduced by 1% per class level of Cleric.
Special: Any levels from a class or prestige class that increases the Cleric's spellcasting (such as The Loremaster from the DMG) stacks with Cleric levels for determining the effect of Chosen Vessel. For example, a level 15 Cleric/1 Loremaster would reduce the chance of Divine Feedback by 16%.

Druid Class Changes
Natural Chaos – When a Druid casts a Druid Spell, there is a 4% chance per spell-level that Druid is unable to channel the natural power properly, causing Natural Chaos. When this occurs, the DM rolls against the Natural Chaos table to determine the effect of the spell.
Example: A level 5 Druid casting Summon Nature's Ally II rolls a 3 on his Natural Chaos check. The DM then rolls against the Natural Chaos table, then informs the Druid what effect the spell had. The spell has no other effect other then the result of the roll.
Nature's Champion – The chance of Natural Chaos is reduced by 1% per class level of Druid.
Special: Any levels from a class or prestige class that increases the Druid's spellcasting (such as The Loremaster from the DMG) stacks with Druid levels for determining the effect of Nature's Champion. For example, a level 15 Druid/1 Loremaster would reduce the chance of Natural Chaos by 16%.

Hexblade Class Changes

Uses suggested changes, found here (http://community.wizards.com/go/thread/view/75882/19547530/Contacting_Wizards_of_the_Coast_about_Hex_Blades&post_num=11#332210466).

Sorcerer Class Changes
Wild Surge – When a Sorcerer casts a Sorcerer Spell, there is a 4% chance per spell-level that the spell will go wild, resulting in a Wild Surge. When this occurs, the DM rolls against the Wild Surge table to determine the effect of the spell.
Example: A level 5 Sorcerer casting Fireball rolls a 5 on his Wild Surge check. The DM then rolls against the Wild Surge table, then informs the Sorcerer what effect the spell had. The spell has no other effect other then the result of the roll.
Arcane Bloodline – The chance of a Wild Surge is reduced by 1% per class level of Sorcerer.
Special: Any levels from a class or prestige class that increases the Sorcerer's spellcasting (such as The Loremaster from the DMG) stacks with Sorcerer levels for determining the effect of Arcane Bloodline. For example, a level 15 Sorcerer/1 Loremaster would reduce the chance of Wild Surge by 16%.
Bonus Spell – Sorcerers receive the new spell Reckless Magic as a known spell for each level of spells they can cast.

Wizard Class Changes
Wild Surge – When a Wizard casts a Wizard spell, there is a 4% chance per spell-level that the spell will go wild, resulting in a Wild Surge. When this occurs, the DM rolls against the Wild Surge table to determine the effect of the spell.
Example: A level 11 Wizard casting True Seeing rolls a 12 on his Wild Surge check. The DM then rolls against the Wild Surge table, then informs the Wizard what effect the spell had. The spell has no other effect other then the result of the roll.
Learned Spellcaster – The chance of a Wild Surge is reduced by 1% per class level of Wizard.
Special: Any levels from a class or prestige class that increases the Wizard's spellcasting (such as The Loremaster from the DMG) stacks with Wizard levels for determining the effect of Learned Spellcaster. For example, a level 15 Wizard/1 Loremaster would reduce the chance of Wild Surge by 16%.
Specialist Wizard Changes – You can now cast spells from opposition schools, but the chance of Wild Surge increases to 8% per spell-level when casting a spell from an opposition school. The chance of Wild Surge drops to 0% if the spell is from your specialist school.
Special: You may choose Divination as an opposition school, and a Diviner must choose two opposition schools.
Wild Magic Specialist – A Wild Magic Specialist, known as a Wild Mage, excels not at controlling the wild forces of magic, but of channeling them into the effect he wishes.
You may select Wild Magic as your specialization. You do not choose any opposition schools. You receive one bonus spell slot per spell-level that can only be used to prepare Reckless Magic. The chance of Wild Surge increases to 5% per spell-level (instead of 4%). In the event of a failure on a Wild Surge check, the DM rolls twice on the Wild Surge table. You may choose either effect.
Bonus Spell – Wizards automatically know Reckless Magic and can prepare it without a spellbook. As the Wizard gains the ability to cast higher level spells, he automatically learns the spell for each new spell-level. Preparing this spell without a spellbook increases the added chance of Wild Surge from +10% to +20%.
Special: The spell may be copied into a spellbook normally. Each spell-level that you wish to copy the spell for must be done individually.

Other Spellcasting Classes

If you play a class with spellcasting similar to the Cleric, Druid, Sorcerer, or Wizard, you can expect a similar chance for everything to go wrong. This isn't meant to discourage people from playing them so much as to encourage people to reach for a different solution before whipping out the spell.

New Spell

Reckless Magic
Universal
Level: Sor/wiz 1-9 (all levels)
Components: V, S.
Casting Time: 1 Standard Action.
Range: See Text.
Target, Effect, or Area: See Text.
Duration: See Text.
Saving Throw: See Text.
Spell Resistance: See Text.

Reckless Magic is the height of irresponsible magic use, but few can deny it's potential power and versatility; at least not when it works. When casting it, you attempt to duplicate a different spell with increased effectiveness, but the wild magic is harder to control.
When you cast Reckless Magic, you choose another spell to attempt to duplicate. This spell must be a Known Spell for a Sorcerer or written in his spellbook for a Wizard. It may be a spell of a lower level then the spell-level used to cast Reckless Magic (such as using a 5th-level slot to cast Reckless Magic, then choosing a 1st-level spell), but it may not be used to cast a spell of higher level then the slot used.
Once you've chosen a spell, cast that spell as normal, with it's range, damage, target, and other features as normal. You may apply either the Empowered Spell or Extend Spell Metamagic Feat to this spell. You do not need to have either feat and there is no change to the level of the spell you are trying to cast.
When rolling to discover if the spell will result in Wild Surge, the chance of Wild Surge goes up 10%.


The Big 16
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?


D&D 3.5

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?


Setting is my home-brewed world (which is fairly typical fantasy fare, I admit).

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?


4-6 Players. Anyone who wants to play who I can't fit in can become an alternate if they want - just let me know when you make the character. It can't hurt.:smallwink:

4. What's the gaming medium (OOTS, chat, e-mail etc.)?


These forums.

5. What is the characters' starting status (i.e. experience level)?


Unfortunately, level 1. See "The Adventure" below.

6. How much gold or other starting funds will the characters begin with?


You can go ahead and have max gold for your class, but you should have less then 5 gold remaining when you start. I'll also give you a free item based on what your character is like.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?


No home-brewed, and I'm going to say no Psionics; they don't fit as well into the world and frankly, I'm too inexperienced with them to want players using them. You also shouldn't play something that you can't do a good job of describing in action. Try coming up with a paragraph in your head; if it sounds ridiculous, don't do that.

As for cheese, here's my stance: The more cheese you use, the more cheese I use. There's only so many of you - there's a hell of a lot more of me. :smallamused:

Oh, and please don't play the Complete Warrior: Samurai or Tome of Magic: Truenamer. They're just too broken/bad.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?


The core races only please, but check the "House Rules" section below. I have to admit, I'm also not a fan of gnomes and halflings. If you choose to play one, that's fine. Keep in mind though, your likely to be the only one of your kind within 1,000 miles.

9. By what method should Players generate their attributes/ability scores and Hit Points?


32-point Point Buy. Not as much fun as rolling a great score, but I prefer people not to get bad rolls either.

10. Does your game use alignment? What are your restrictions, if so?


Yes, it does, but honestly, it's relatively unimportant. Keep in mind, whatever your motives, you guys are the heroes, so be prepared to explain why you're evil. Also, no Lawful Stupid, Chaotic Stupid, or Stupid Evil. I get enough of that crap from my RL group.

11. Do you allow multi-classing, or have any particular rules in regards to it?


Multiclass to your hearts content, with no experience penalty; classes don't matter to me nearly as much as what the characterization and narrative.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?


I'll roll for NPC's of course, plus I'll roll any Reactive Spot and Listen checks - you can roll them yourselves if you want to take a closer look at something, etc. Everything else, you roll yourself, using the forum dice roller.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.


Yes, yes there are. I put those in the "House Rules" section below.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?


Some background, yes. Mainly, I just want you to have an idea of who the character is, how he got here, and where he's going. Check "The Adventure" section for details about where you start, and the "Setting" section for stuff about the world.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?


Bunch of everything. Best part, is it depends mainly on what you guys pick. If you decide to go do A, that part is more Hack & Slash; B is more Puzzles. That kinda thing.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?


Exempting only what I've said already (Psionics, Samurai, Trunenamer) you can use anything out of any non-setting specific, Wizards of the Coast published, 3.5 book. HOWEVER, I will admit that the simpler you keep the character (Simpler being defined as Core, Complete, Tome of Battle) the more I'd appreciate it. I'm not too worried about it though, but I do ask that if you use something outside those books, tell me where you got it in case I don't know.

Keylac
2012-07-24, 04:31 PM
Announcements

Nothing to see here citizen, move along.

That is all. :smalltongue:

Keylac
2012-07-24, 04:33 PM
The Adventure

Here's a brief introduction to what we're going into. This section will change as you progress.

Okay folks, we are now past the Prologue. Now things get a little different. :smallbiggrin:

You're now in Act 1. Here, instead of just being sent out to do a dungeon crawl, you have the run of the entire Duchy of Kerist and you're in charge of what you do.

You're going to be presented with 8 different story hooks for quests you can do. This doesn't count all the stand-alone stuff in the Duchy, just the "main quests" part. You're only going to get 5 or so of them done, so you'll actually have to choose what you want to do.

The part which makes it fun (for me at least) is that things matter here. Some of the quests, if you don't do them, the Kerist Guard will, or the locals will take care of it, or another band of adventurers. The only thing that changes is someone else got the loot and experience.

Other quests are different; they have lasting effects on the world. To use an example (which isn't actually in the game), let's say someone asks you to go kill a monster, but you decide to do a different quest. Later in the story, that monster might be back, stronger than it was before. Or if you were asked to carry a warning to evacuate a village and you didn't, later you might find the guy who could answer a question for you is dead, because you didn't warn him to get out of town.

Of course, a quest might be less climatic; it could be just that you would have found a key that let's you get more loot later. The fun part for me is that I'm not going to tell you which quests matter. :smalltongue: You're just going to have to find out.

Also, something to keep in mind: I won't be fudging dice rolls in your favor anymore. I wont be fudging them against you either, but I wasn't doing that before either. :smallwink: To be honest, I think I only had to fudge two rolls the whole time, and they wouldn't have resulted in instant death anyways, so it's not really a biggie. Still, let's keep alive, eh? :smallamused:

Comissar
2012-07-24, 05:11 PM
Reporting in, I'll get my various requested things editted in momentarily. For now, here's my heritage roll.

[roll0] - So that makes me the Great-great-great-great grandson of an Archdemon, right?

And now the rest of it. Darius will be speaking in Dark Green for the duration.

Darius Strensson has lived in Arim all of his life. He grew up with a very idealised view of how the world works, in part due to his pious family. Serving with the military for a few years tempered his idealism and turned it into a sense of loyalty to those who could not stand for themselves. He does not expect others to follow his code, or even to hold true to the virtues that Krin preaches. Instead he simply does all he can to prevent conflict before it can break out and, if that should prove unavoidable, end it with minimal bloodshed. He keeps a small bell attatched to his Halberd to constantly remind him of why he fights.

AvocadoAvenger
2012-07-24, 06:59 PM
Hey all, look forward to playing with you :smallbiggrin: I'll be taking teal.

My character, Tulkar (http://www.myth-weavers.com/sheetview.php?sheetid=425892), is someone who lived in the middle of nowhere and has had his only family, his mother, murdered by soldiers. Because of this he does not like soldiers, and should have an intriguingly negative relationship with Anthony. He probably wouldn't initially like Tamni'el or Darius either. At least he will probably end up respecting Darius's righteousness, and Tamni'el's connection to nature. In fact, our backstories are compatible and I would be happy to write Tamni'el in as a childhood friend who took a different path. Because his mother was a druid (or something), he would probably get along with Uriell; although, his calm nature could make a good foil to my personality (which i'll get to in a sec). Finally, I would put him neutrally towards Alexis. It would all depend on how it ends up playing out I think.

Another thing, my character may seem angry, distant, vengeful, or dark sometimes. Just know that this is how I intend to play him; a young kid with a bad side who gets himself into things he probably shouldn't. Not to say that i'll be chaotic stupid, because Tulkar won't act chaotic in all situations. Just the ones that are in my character to.

Holice
2012-07-24, 07:07 PM
Reporting In!

Heritage Roll [roll0]

Uriell will speak in Blue.

A native to Arim, Uriell was born Johan Francis, son of a local tailor, but took the name Uriell as it sounded more Elvish to him. Against his father's wishes, he spent most of his time in the forests outside their city. There he traveled for days on end at time, learning the ways of the forest, and the watching the elves of the neighboring nation. With the outbreak of war and the lack of money in his district, his family grows poorer with every passing month, and he must now take it on himself to use the skills and knowledge he has acquired to find a way to provide for his family.

Holice
2012-07-24, 07:09 PM
As a side note, and to not mess up the roll above.

Uriell also travels everywhere with his friend, Hϋ, his faithful dog.

Electrobolt
2012-07-24, 08:20 PM
*dings the doorbell* Hello, I would like to check in :P

I'll be taking Purple

As for the backstory... Avocado, your idea of Tamni'el and Tulkar being childhood friends sounds rather interesting to me. I think we could revolve our characters around that :smallsmile: For now, just checking in and taking my color, also rolled for heritage. Will try and think up an intro hopefully soon

AvocadoAvenger
2012-07-24, 11:15 PM
*dings the doorbell* Hello, I would like to check in :P

I'll be taking Purple

As for the backstory... Avocado, your idea of Tamni'el and Tulkar being childhood friends sounds rather interesting to me. I think we could revolve our characters around that :smallsmile: For now, just checking in and taking my color, also rolled for heritage. Will try and think up an intro hopefully soon
Cool, i'm glad you like it. Tulkar has lived in the environment for all of his childhood, so it would very likely be a forest thing. By the time the campaign is started though, we would just be somebody that we used to know, gone different paths. I was thinking, when we were children your parents might not have liked Tamni'el hanging around Tulkar because he's a half-orc as well as being a bit of a sadistic child, so our friendship was cut a bit short. I think that would make an interesting play out. You have any other ideas?

By the way, how is the group actually forming? I know we are doing a prologue dungeon sort of thing, but where should my backstory end up, other than in Arim?

Electrobolt
2012-07-24, 11:45 PM
Cool, i'm glad you like it. Tulkar has lived in the environment for all of his childhood, so it would very likely be a forest thing. By the time the campaign is started though, we would just be somebody that we used to know, gone different paths. I was thinking, when we were children your parents might not have liked Tamni'el hanging around Tulkar because he's a half-orc as well as being a bit of a sadistic child, so our friendship was cut a bit short. I think that would make an interesting play out. You have any other ideas?

That sounds like a rather good idea. But as for ideas, well... It's currently 12:45 AM for me... I'll try and think of something in the morning, when I wake up

Comissar
2012-07-24, 11:52 PM
Darius is a good 9 years older than Tulkar, so childhood friends they are not :smallwink: As to how, or even if, he knows the others, he served in the military for a few years, so anybody with a military background could potentially know him.

As to how where and how we gather as a group, I believe we're being summoned by Captain Kavaren.

Morbis Meh
2012-07-24, 11:57 PM
I shall take... dark orange since I cannot take crimson C'est la vie! For a flaw I am taking inattentive since I already put in my backstory that I lost an eye and an ear in the War (chicks dig scars) for heritage I am just going to roll a bunch of d10's until the first one isn't chosen, alrighty?
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

6 it is!

Will add something tomorrow I need to get some sleep before work

AvocadoAvenger
2012-07-25, 12:04 AM
Darius is a good 9 years older than Tulkar, so childhood friends they are not :smallwink: As to how, or even if, he knows the others, he served in the military for a few years, so anybody with a military background could potentially know him.

As to how where and how we gather as a group, I believe we're being summoned by Captain Kavaren.

You might be forgetting that half-orcs age much more quickly than elves. Actually, he did that wrong, 26 is not an acceptable age for an adult elf...
Mah, the ages probably won't work out anyways.

Keylac
2012-07-25, 12:32 AM
By the way, how is the group actually forming? I know we are doing a prologue dungeon sort of thing, but where should my backstory end up, other than in Arim?

You start in the City of Kerist, Duchy of Kerist, Kingdom of Arim, at a meeting with (Ex-)Captain Ryn Kavaren. However, I railroad you out of town to do the Prologue right after the meeting, so you only get to have fun in Kerist when you get back. :smallbiggrin: It's the only bit of railroading, but I found it was well worth it.


for heritage I am just going to roll a bunch of d10's until the first one isn't chosen, alrighty?
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

6 it is!



Nope, AvacadoAvenger's a 6 - Most people rolled both here and in the Dice Thread, but if you did both, I'm taking that one as official. Since everyone's already rolled, don't worry about it, I only took those rolls for convenience. Lemme see then, it looks like you're actually the first roll, a 7. *cue evil laughter.*


You might be forgetting that half-orcs age much more quickly than elves. Actually, he did that wrong, 26 is not an acceptable age for an adult elf...

Nah, the Player Handbook's ages for elves is the age at which they normally want to adventure. According to Races of the Wild, they're adults at 25. So no 20 years in diapers. :smallbiggrin:

If you wanted to link your backstories, have you considered linking him not to you, but rather to your mother? That might be interesting.

Archmage1
2012-07-25, 12:35 AM
Looks like I have been the holdup here. Sorry about that.
heritage roll of 2
Alexis Is a somewhat plain looking elf, who has traveled a lot, but has spent most of her time in cities. She has traveled through the empire of Kanar, Mizan, and Arim. She grew up in Kanar, where she lost her parents ay a young age, and went into thievery. She then took a job that was too much for her, and fled the country. She then learned magic in Mizan, and fled from an enemy to Arim. She was caught stealing, and required to serve in the army. She completed training, and served for 2 days before the war ended. She will do her best to help those who can't help themselves. However, her help is not usually legal. She will typically try to avoid forming close friendships with anyone, as everyone that she has befriended has died. I intend to avoid playing as chaotic stupid. If you want more details, there is more on the sheet.

Other stuff: No flaw. I thought about taking the detached flaw, but I did not feel that it fit, and the penalties were a lot.
I forgot 4 skill points, so I added them to local knowledge, and sense motive(2 each)

Was hoping for indigo or dark blue, but I cant seem to get those colors to work. spent 30 mins on this problem.
apparently going with whichever of these works
indigo
dark blue
grey
EDIT: Apparently I need help with colors. What am I doing wrong here?
or... I could do this: Figured it out:smallsmile:

Comissar
2012-07-25, 02:03 AM
You might be forgetting that half-orcs age much more quickly than elves. Actually, he did that wrong, 26 is not an acceptable age for an adult elf...
Mah, the ages probably won't work out anyways.

Aye, I hadn't forgotten that. But bear in mind that Darius is still older by enough years that they likely wouldn't have associated in childhood. Half-Orcs don't age that much faster than humans after all.

Electrobolt
2012-07-25, 07:29 PM
Ok, would this be fine for a short blurb?

Tamniel usually frequented the woods of Arim in his childhood due to how peaceful and quiet it was. Seeing how Mizan, having declared war on Arim, would most likely disrupt this peace and potentially ruin the woods, he joined in the cause to defend Arim. Once the war ended, he returned to the woods and tried to enjoy the peace, but was not quite able to do so. Instead of lingering in the woods, he decided to go to a local tavern and have a drink instead.

Yeah... Kinda just came up with this. Would it work, though? If no, lemme know and I'll come up with something else

Keylac
2012-07-25, 07:54 PM
Ok, would this be fine for a short blurb?

Tamniel usually frequented the woods of Arim in his childhood due to how peaceful and quiet it was. Seeing how Mizan, having declared war on Arim, would most likely disrupt this peace and potentially ruin the woods, he joined in the cause to defend Arim. Once the war ended, he returned to the woods and tried to enjoy the peace, but was not quite able to do so. Instead of lingering in the woods, he decided to go to a local tavern and have a drink instead.

Yeah... Kinda just came up with this. Would it work, though? If no, lemme know and I'll come up with something else

Hmm. Could you re-write it actually? It works fine for saying something about the character, but nothing about the skills.

Here's the example I used:

Bob the Example: This too-handsome bard has traveled to Kerist from Nordhal, hoping to escape a messy death at the hands of the outraged husbands of his latest lovers. He hopes his musical talent, deft sword, and winning good looks will once again lead him to a life of comfort and wealth.

Just something quick and simple that says a bit about your background, a bit about who you are personality wise, and a bit about what you can do.

- Cheers, Key

Electrobolt
2012-07-25, 08:20 PM
Ah, right... Hmm...

In his childhood, as Tamni'el frequented the woods of Arim, he occasionally followed animal tracks like that of a squirrel and usually ends up finding an animal's nest. When the war came, however, he was trained in swordplay and archery, along with being silent and remaining out of sight when trying to scout ahead, as well as searching for possible traps and then disabling them. Even though the injury he took wound up messing with his archery skills, his blade skills were hardly affected.

This any better? Or is it not quite what you asked for?

Keylac
2012-07-25, 08:42 PM
Nope, no need to re-write it again, that one will work just fine. It will give folk an idea of who you are.

Thanks mate :smallsmile:.

- Cheers, Key

Keylac
2012-07-25, 10:53 PM
Allright folks, I got caught up on the paperwork, everyone's checked in, and most people have messaged me back on the details, so...

The first post is up. Let the game(s) begin! (http://www.giantitp.com/forums/showthread.php?p=13617744)

It's a bit longer then I had originally planned, but I like the good captain, and wanted to give him his moment.

Now, Three things before you go post.

1) I would actually love it if your post dealt with more then just the answer to the Captain. In fact, if you wrote a post detailing what you did/thought before the captains message arrived, up to your response, that would be great. I would love to read that.

2) An Adventurer's Charter is actually a magical item here. It's really hard to destroy, can't be altered except by certain individuals, and is worth a lot of money. It's also illegal to be an adventurer without one, and the government doesn't like to offer many of them. You can work any of that into your characters reaction if you want to, that's all IC stuff (supposing you would know it).

Out of character, it's a plot device and get out of (some) trouble free card. :smallwink: And yes, each of you gets a copy. While I'm thinking of it, start thinking up names for your party. When you return from the Prologue, that will be added to the Charter, and the winning name (by vote of everyone, including me) gets a prize. :smallsmile:

3) I did railroad you a bit in the start there, I admit. Don't worry, I only do this twice, both times in the Prologue. After that, I'm more interested in what you want to do and how you go about it then just driving you down a story path.

Now shoo, go post! :smalltongue:

- Cheers, Key

Morbis Meh
2012-07-26, 09:20 AM
Alrighty as requested a blurb about me character, I shall do an introduction in person because I feel it is more entertaining!

Well hello there everyone, I would like to take a minute of your time to introduce myself. My name is Anthony, no surname me Pa was a cobbler who sold me into servitude to pay for his mistress. What? Am I angry? No, in fact I find it rather amusing. See without my father's raging hormones and boatload of children I would have have never had this opportunity to learn the art of war. This axe here, it's my buddy, we like to go for long walks together, vigorous walks. We are so close we never part, but we are rather good at parting others Bwahahaha. What are you staring at, oh my eye? Tis no big deal, lost it a while back leading a charge but let me tell you the ladies dig scars and it in no way hampers my ability to part them!

Holice
2012-07-26, 09:28 AM
Party names! Most interesting.

Hmm....

The Kerist Krew

The Impoverished Crusaders

Band of the One Armed Man

...I will have to think on more :)

Comissar
2012-07-26, 01:59 PM
Comissar and Co. :smalltongue:

Archmage1
2012-07-26, 02:12 PM
The Wanderers
The Ragged Group
But really, I think we should hold off on naming until after we see how we do/how we react.

Morbis Meh
2012-07-26, 02:16 PM
Comissar and Co. :smalltongue:

I could live with this but change it to Captain Comissar :smallbiggrin:

but yes we were sdked to wait until after the prologue before naming.

Electrobolt
2012-07-26, 02:42 PM
I could live with this but change it to Captain Comissar :smallbiggrin:

but yes we were sdked to wait until after the prologue before naming.

Doesn't mean we can't think of some names for the time though, does it? :P

Comissar
2012-07-26, 03:44 PM
Captain Comissar's Corsairs of Colourful, Convulted Codenames?

Archmage1
2012-07-26, 05:18 PM
The Band of Incompetence
The Easily Confused
The Wandering Band of Fools
The Traveling Circus
Hu's Band
The Circle of Steel (or Steal)
The Unwanted
The Chronically Unemployed

Some more depressing names

Morbis Meh
2012-07-26, 07:29 PM
Captain Comissar's Corsairs of Colourful, Convulted Codenames?

Confident Captain Comissar's Comical Corsairs of Colourful, Convulted Codenames

Archmage1
2012-07-26, 07:49 PM
Adept Alexis's Arrogant Animate Adaptable Adventuring Army of Annoying Acronyms
On A side note, probably enough names with the same letter.

AvocadoAvenger
2012-07-26, 08:38 PM
"the war-torn fellowship"
Sounds serious, says something about the nature of our backstories.
On a non serious note, Thundering turbulence of the timber tree trucking truce that talk too terrifyingly to trick the trunks of trees to tip and trip tin tarts tucked in time traps.

Morbis Meh
2012-07-26, 08:42 PM
I say the Alliteration Congregation

Archmage1
2012-07-26, 08:47 PM
I say no: I dont want to spend all of my time making up alliterations. and t is too terribly easy.

Keylac
2012-07-26, 11:57 PM
And the next IC post is up.

Enjoying reading what you guys are like so far, and what you're doing. Seeing how they act when I'm not basically shoving you out the door will be great fun. :smallbiggrin:

I gotta admit, as much as I'm liking the posts so far and wanting to see where the characters go and how the react, especially when I'm not shoving you out the door, Morbis Meh gets kudos from me for that post. I hadn't thought anyone could so accurately portray a drunken, over-sexed lout without experience.

Wait a moment... *face transforms into dumfounded astonishment and wild surmise* :smallbiggrin:

I told the other group this too, but I really like how you guys are unique characters, and a unique party. It makes it a hell of a lot easier to keep you guys separate in my head. :smallwink:

Edit: New (not-very-important) announcements (http://www.giantitp.com/forums/showpost.php?p=13610101&postcount=2)!

- Cheers, Key

Archmage1
2012-07-27, 12:27 AM
I kinda regret taking points out of local and into diplomacy now. :(
If there is anything that you feel is missing from my post, please tell me, as I will probably mostly do my posts about that level of detail. If you want more details, ask, and I will (probably) add more details. With that, Good night, I stayed up a bit late today as it is.

Morbis Meh
2012-07-27, 08:14 AM
Thank you, thank you, I have seen enough debauchery in my time to properly decribe it. Hopefully there will be more drunken shenanigans in the future, would be a lot of fun to corrupt the young paladin! Though, archmage my character doesn't blame the world he blames morning: his goal in life is to kill it, kill it dead, malicously and violently with his axe.

Comissar
2012-07-27, 09:01 AM
Hopefully there will be more drunken shenanigans in the future, would be a lot of fun to corrupt the young paladin!

Aww, stop being mean to the poor Paladin, what's he done to you? :smalltongue:

Morbis Meh
2012-07-27, 09:36 AM
Hey I am just helping him appreciate the finer things in life and truly experience life the way it was meant to... smelling like vomit and stale wine while waking up next to some strange woman that you have only the slightest recollection of meeting the night before...

Archmage1
2012-07-27, 10:29 AM
Those were just meant to be Alexis's first thoughts on each of you. Disliking mornings, Disliking the world, not that different, especially in the morning

Morbis Meh
2012-07-27, 10:56 AM
Those were just meant to be Alexis's first thoughts on each of you. Disliking mornings, Disliking the world, not that different, especially in the morning

Oh I know, and nay it is not for the morning holds bright sunshine in your eyes, loud birds, head/bellyaches and other atrocious things where the world holds booze and beatiful women!

Keylac
2012-07-28, 01:35 AM
Dissent! Doubt! Disagreement!

Go ahead and resolve that folks. Be interesting to see how you shake down before heading out. Don't take too long though, it's more fun to watch players get into arguments that I didn't cause. :smallbiggrin: I'll throw in the next IC post as soon as you guys have all left the cathedral.

As for going out and getting plastered, I hate to possibly ruin any IC fun and good posting, but I'd prefer you did that by showing up outside the gate complaining about hangovers and trying to figure out how much you drank. It's no fun when you can't trigger the good events (such as bar fights) yet. :smallwink:

On a related note, might I suggest The Naked Blade, a bar for rowdy, uncouth, soldiers and guards?

- Cheers, Key

Archmage1
2012-07-28, 03:16 AM
Just out of curiosity, what would be the DC on picking the pocket of a couple of wealthy merchants (hopefully without the party noticing)? Just for 3 gold each?

Holice, you never actually introduced your character. I kinda assumed you had meant to in my reply, but if you didn't, just replace Uriell with O Guide.

Finally, I am kinda thinking about concealing Alexis's spellcasting unless there is no other real option, or until she feels that she can trust the group. Any opinions on that idea? (would just pose as a rogue instead)

edit: also, avocado, nice artist complement. I will most likely not post for most of a day, but if it is faster, Alexis will join the group to a tavern, but bluff that she is drinking ale instead of water(or not drink much, not sure yet)

Holice
2012-07-28, 10:35 AM
That's fine, i may have just assumed you read my name off the charter we all signed.

Morbis Meh
2012-07-28, 12:06 PM
Avocado, I noticed that you took TWF as one of your feats but you don't meet the reqs for its. You need a dex of 15 to take it, I don't know if our DM cares but I thought I would point it out.

Archmage1
2012-07-29, 09:36 PM
Keylac, will not having 4 days worth of food be an issue, and if it is, can Alexis steal some?

AvocadoAvenger
2012-07-29, 11:00 PM
Avocado, I noticed that you took TWF as one of your feats but you don't meet the reqs for its. You need a dex of 15 to take it, I don't know if our DM cares but I thought I would point it out.

oops :smallredface: it looks like I overestimated my knowledge of the game. I guess i'll redo my stats then.

Keylac
2012-07-30, 12:52 AM
Keylac, will not having 4 days worth of food be an issue, and if it is, can Alexis steal some?

Nah, not really. There's plenty of food to be had passing through the woods.

- Cheers, Key

Comissar
2012-07-30, 02:20 AM
To check, I can use my survival skill to aid in finding the right path (it's not untrained! :smallbiggrin:), also, are all rolls going in the dice thread? (I've never played a game with a dice thread before)

Keylac
2012-07-30, 02:34 AM
To check, I can use my survival skill to aid in finding the right path (it's not untrained! :smallbiggrin:), also, are all rolls going in the dice thread? (I've never played a game with a dice thread before)

Yeppers, just roll a d20 and if it's 10 or higher, whoever decides to be the guide will get a +2. Anyone who thinks there character would help (which could be offering advice, etc etc) can roll as well.

And yes, all rolls go in the Dice Thread.

- Cheers, Key

Holice
2012-07-30, 07:54 AM
Knowledge:Geography, That's a good one, I should of thought about putting a rank into it. Good idea.

Edit: In the dice thread it the forums error'd on me so I got a double post. The first one is fine with me if GM has no issues. :)

Keylac
2012-07-30, 08:43 AM
Go ahead and keep posting and conversing as you move through the woods. It'll take you at least a day to get there, depending on what Electrobolt rolls on his Knowledge: Geography check.

Once I've got that, I'll wait till any conversation winds down then move you up to the Manor.

Or any random encounters that happen along the way... *whistles softly as he walks away*:smallbiggrin:

- Cheers, Key

Morbis Meh
2012-07-30, 08:47 AM
Pfft geography is for suckers hehehe... I knows me history for tactics and what not.

Keylac
2012-07-30, 08:55 AM
Pfft geography is for suckers hehehe... I knows me history for tactics and what not.

So in two days, when you get to the manor without geography, you can use your Knowledge: History to tell them "Yep, it's old." :smalltongue:

Truly, I like having all the knowledges. Never known when you're going to need one.

- Cheers, Key

Electrobolt
2012-07-30, 10:14 AM
... Really, dice? You decide to greet me in the morning with a low roll...?

Comissar
2012-07-30, 10:19 AM
... Really, dice? You decide to greet me in the morning with a low roll...?

It's just how they say they love you! You can tell because a low roll means more rolls, so the lower you roll the more time they can spend with you. :smallwink:

Holice
2012-07-30, 10:21 AM
As soon as DM tells me how good of information Electro relayed, I can RP something about how that saved us time. Also going to wait to see if anyone has any other initial dialogue prior to the forest expedition.

Keylac
2012-07-30, 08:55 PM
As soon as DM tells me how good of information Electro relayed, I can RP something about how that saved us time. Also going to wait to see if anyone has any other initial dialogue prior to the forest expedition.

He showed you a series of game trails and dry creek beds that allow you guys to move full speed while moving through the forest.

Given your movement speeds, that will put you 16 miles from Kerist at the end of the day, 9 miles from the Manor. If you want to try and make it tonight, you can. I'll throw out most of the irritating, repetitive nature of the rules (so no one has to roll quite so many times) and just say everyone makes a Constitution check DC 15.

Anyone who fails arrives outside your destination fatigued and with 1d6 non-lethal damage (healing the damage cures the fatigue). Anyone who makes it arrives just fine.

Or you could just arrive tomorrow. :smallsmile:

- Cheers, Key.

Electrobolt
2012-07-30, 08:59 PM
Hmm, DC15 CON check... Seeing as my CON is 0, that'd mean I have a 3-in-10 chance of succeeding... But I say we take a vote. What do you guys say? Shall we ford on a little further or stop for the night 9 miles short of the manor?

Archmage1
2012-07-30, 09:18 PM
Alexis also has a con of 10, and only 6 hp, considering my roll luck lately, I would be staggering around the ruins, which would not really change anything except If I take damage, I would fall unconscious, which would be no fun. I vote we camp.
Experimental roll: [roll0] It appears that I would have epic failed the check as well

AvocadoAvenger
2012-07-30, 11:31 PM
I think we want the group in top condition when we get there.

Morbis Meh
2012-07-30, 11:47 PM
Camp but ugh... don't ask Anthony to take watch... lol

Keylac
2012-07-31, 05:18 AM
Well, 4 said no, so the no's have it. If anyone's wondering why it matters how many days... Act I (the next part) has a time limit on how long it lasts before something happens. It's fun though. Promise. :smallbiggrin:

I'll give more folks a chance to post though, (including the description of the trip Holice wanted to write). If you want, you can also write as far as making watch and moving out the next morning, continuing your walk.

I'll chime in with the next IC post tomorrow.

- Cheers, Key

Keylac
2012-08-01, 08:45 AM
Allright, next IC post up. Enjoy. :smallwink:

- Cheers, Key

Morbis Meh
2012-08-01, 11:08 AM
Well slap me silly and call me shirley... I think he may have seen something other than his feet! Though 15 is crappy by most standards lol I guess he cannot hear anything over the sound of all his awesome!

Archmage1
2012-08-01, 11:24 AM
nat 20's are a great evener

Comissar
2012-08-01, 11:27 AM
Remarkably good rolls for Darius there, did almost as well as he could with moving quietly and is apparently very alert.

Keylac
2012-08-01, 06:33 PM
Allright, since everyone either posted or rolled, I went ahead and threw up the next IC post.

Welcome to your first fight. :smallsmile:

- Cheers, Key

AvocadoAvenger
2012-08-01, 11:23 PM
Digging the Looking for Group reference, Morbis :smallbiggrin: great comic

Electrobolt
2012-08-01, 11:36 PM
Pfft... For Pony??? What??? xD And dayum, those were some insane rolls you did, Morbis! High rolls, dayum

Morbis Meh
2012-08-01, 11:39 PM
Pfft... For Pony??? What??? xD And dayum, those were some insane rolls you did, Morbis! High rolls, dayum

Only the truly nerdy will get the reference of the battle cry FOR PONY (http://www.lfgcomic.com/page/42) lol I know I got some sick rolls, I think he should quit this soldiering business and become a pro athlete... more money less risk and more women :smallbiggrin:

AvocadoAvenger
2012-08-01, 11:45 PM
Only the truly nerdy will get the reference of the battle cry FOR PONY (http://www.lfgcomic.com/page/42) lol I know I got some sick rolls, I think he should quit this soldiering business and become a pro athlete... more money less risk and more women :smallbiggrin:

I got it. I guess that makes me an elite nerd, or something.

Morbis Meh
2012-08-01, 11:54 PM
Indeed you are apart of the fold....

Comissar
2012-08-02, 06:52 AM
Only the truly nerdy will get the reference of the battle cry FOR PONY (http://www.lfgcomic.com/page/42) lol I know I got some sick rolls, I think he should quit this soldiering business and become a pro athlete... more money less risk and more women :smallbiggrin:

You, and you alone, are to blame for getting me hooked on yet another webcomic.

Morbis Meh
2012-08-02, 08:05 AM
You, and you alone, are to blame for getting me hooked on yet another webcomic.

I know, I am a horrible, horrible man... but alas LFG is a great webcomic for nerds of all creed!

Archmage1
2012-08-02, 09:46 AM
I would be angry at you, but I already read the comic. Sadly, Richard would slaughter us allj just to make a joke to us. Amazing rolls.

Comissar
2012-08-02, 04:45 PM
Just to note, I like the contrast between Darius' and Tulkar's views of the military. A theme I'd like to come back to now and again possibly :smallwink:

Morbis Meh
2012-08-02, 04:54 PM
Indeed, an interesting dichotomy... Anthony doesn't care either way, he is a trained warrior that thrives off battle his views would be more Spartanesque

AvocadoAvenger
2012-08-02, 08:23 PM
Yeah, definitely, i'd love to. Tulkar was kind of built to be a good foil, especially to soldiers like Darius.

Keylac
2012-08-02, 08:44 PM
And the next IC post is up, along with Group 3's turn. :smallsmile:

- Cheers, Key

AvocadoAvenger
2012-08-02, 11:14 PM
I'm reviewing my character choices for to have a DEX high enough to take the feat I said I did, and a thought comes to mind. If one has a Dex of 15, but is wearing, say, gloves of +4 Dexterity, could one take Greater TWF, but only gain its benefit while wearing said gloves? Provided of course I had the other prerqs.

Morbis Meh
2012-08-02, 11:16 PM
I'm reviewing my character choices for to have a DEX high enough to take the feat I said I did, and a thought comes to mind. If one has a Dex of 15, but is wearing, say, gloves of +4 Dexterity, could one take Greater TWF, but only gain its benefit while wearing said gloves? Provided of course I had the other prerqs.

Correct you would only gain the use of the feat with the gloves equiped.

Comissar
2012-08-03, 02:53 AM
Just realised I should've added +2 to the attack roll for charging, brings the total for that up to 16. My bad there.

Archmage1
2012-08-03, 07:46 AM
How many kobolds are there in total now?

Keylac
2012-08-03, 07:49 AM
How many kobolds are there in total now?


That leaves 2 attacking Hu and the injured one in front of Anthony; and the ones in the bushes - you can all see 4 of them now, 3 with slings, 1 with a crossbow - since they attacked.

Apparently, 6. :smalltongue:

- Cheers, Key

Morbis Meh
2012-08-03, 08:10 AM
Hey I have a question for you all powerful DM, right now my character has only taken 2 dmg due to his delayed dmg pool and will be taking the rest at the end of his next turn. So if I were to use a maneuver that granted me DR 5/ada would that negate the dmg in my dmg pool?

Holice
2012-08-03, 09:02 AM
Oh boy, my puppy is having quite the difficult time with these little devils.

Keylac
2012-08-03, 09:23 AM
Hey I have a question for you all powerful DM, right now my character has only taken 2 dmg due to his delayed dmg pool and will be taking the rest at the end of his next turn. So if I were to use a maneuver that granted me DR 5/ada would that negate the dmg in my dmg pool?

Fraid not. DR is applied only to when you first take the damage, regardless of which pool it goes into.

You'll just have to rely on Stone Power for that.

- Cheers, Key

Electrobolt
2012-08-03, 03:09 PM
Blah, new page glitch happened in the dice roll topic... x_x

And even though I tried to make page 2 pop up with a threat check in case I hit nat 20, nada X_X

Keylac
2012-08-04, 02:27 AM
Bloedy Hell, I can't see your Dice Post Electrobolt.

Can someone tell me what he rolled, so I can write the next post tomorrow? Thanks.

- Cheers, Key

Morbis Meh
2012-08-04, 02:29 AM
No one can it's the new page goblins, post on it if you want to see it

Comissar
2012-08-04, 05:07 AM
Attack 13, Damage 3, Skirmish 1.

Archmage1
2012-08-04, 11:02 AM
attack:13 damage 3 skirmish 1
from electrobolts post.

Comissar
2012-08-04, 02:57 PM
I do like those low rolls to hit it seems.

Archmage1
2012-08-04, 04:35 PM
is darius blocking my shot against the kobold leader?

Electrobolt
2012-08-04, 05:30 PM
Bah, it looks like Tamni'el got lucky the first time, as his arm's shakiness is starting to affect him x_x

Holice
2012-08-04, 11:32 PM
Not sure about flanking here, but if the kobold is facing Hu and Uriell was able to move in on it from the rear, than add 2 to my attack roll please.

And poor Hu, max damage again, and still no successful attacks.

Keylac
2012-08-06, 05:07 PM
New IC post up, and be sure to check the Announcements!

- Cheers, Key

Comissar
2012-08-06, 05:16 PM
Of course, the attack that doesn't really matter is the one that's the most impressive. Go Paladin Power!

Morbis Meh
2012-08-06, 05:33 PM
Well then... the crusader and paladin are doing rather well it seems...

Keylac
2012-08-06, 06:08 PM
What's the betting the bonus attack is the crit?

[roll0] - Attack Roll
[roll1] - Crit. Confirm (if applicable)
[roll2] - Damage Roll
[roll3] - Bonus Crit. Damage (if applicable)

Jesu Christo mano, did you decide you wanted to separate the various parts of the kobold to make him easier to search or something?!

Though, whenever you fight something with more then 30 HP, I'll remind you off that blow. :smalltongue:

- Cheers, Key

Electrobolt
2012-08-06, 06:21 PM
... Ok, it seems that the dice roller is taking my character's flaw to heart O_O Two bad bow and arrow rolls, and one CRIT on scimitar!!!

Archmage1
2012-08-06, 07:05 PM
nice crit, commisar. Makes me kinda jealous though, even if I rolled max damage for Alexis, you did more damage. It seems that the crits liked us at the end of the fight. Or that is why that is the end of the fight.

Holice
2012-08-06, 10:20 PM
Question, maybe I just forgot, but do you actually roll again for damage when you crit? I thought you just confirm your attack and then multiply your initial damage by the crit multiplier.

Electrobolt
2012-08-06, 11:15 PM
Question, maybe I just forgot, but do you actually roll again for damage when you crit? I thought you just confirm your attack and then multiply your initial damage by the crit multiplier.

Straight from d20srd itself

When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Comissar
2012-08-07, 02:43 AM
Question, maybe I just forgot, but do you actually roll again for damage when you crit? I thought you just confirm your attack and then multiply your initial damage by the crit multiplier.

I believe in 3.5 you just multiply the damage, Pathfinder changed that to what we're using.


Jesu Christo mano, did you decide you wanted to separate the various parts of the kobold to make him easier to search or something?!

Though, whenever you fight something with more then 30 HP, I'll remind you off that blow. :smalltongue:

- Cheers, Key

I'm never going to roll that again, all my 20's will go into perception checks for the start of combat from here on out. And yeah, technically that wasn't even max. damage :smalltongue:

Holice
2012-08-07, 07:52 AM
Ok well after talking it over with a previous DM, it seems he just wanted to simplify rolls so instead of rolling a dice twice, he just had us roll and multiply the outcome by the crit modifier. I'm sure in the end it averages out either way, but its funny because until today I never actually read those RAW, and just assumed it was right. :)

Morbis Meh
2012-08-07, 08:21 AM
Ok well after talking it over with a previous DM, it seems he just wanted to simplify rolls so instead of rolling a dice twice, he just had us roll and multiply the outcome by the crit modifier. I'm sure in the end it averages out either way, but its funny because until today I never actually read those RAW, and just assumed it was right. :)

That happens all the time with house rules so it's no biggy :smallsmile:

Archmage1
2012-08-07, 09:19 AM
So long as you get more damage with crits, it should not really matter, however, if you just multiply damage that is already there, you are modifying the rolls alot. for a 3x multiplier, if you just multiply damage roll, you can only do 3, 6, 9... style of damage. If you re-roll, you can get the full range, which tends to be more fun(unless you get a 1 for all dice, which is just saddening)

AvocadoAvenger
2012-08-08, 12:40 AM
You said we could make all attacks of opportunity we have. I have two attacks, but I don't think that counts toward AoOs. The way you said it sounded like we got to use more attacks than regular, so i'm going to role for them, but I don't know if they will count or not.

Morbis Meh
2012-08-08, 08:11 AM
You said we could make all attacks of opportunity we have. I have two attacks, but I don't think that counts toward AoOs. The way you said it sounded like we got to use more attacks than regular, so i'm going to role for them, but I don't know if they will count or not.

You only get one AoO per round and unless there was a kobold next to you before fleeing then you wouldn't get one but I think you were beside one, though if they did a full withdrawl then no AoO

Comissar
2012-08-08, 02:34 PM
Huzzah for Alexis, truly a great menace has been laid to rest!

Archmage1
2012-08-08, 02:44 PM
Slayer of Sharpbite, leader of the Clawed Fist's Hunters. :) The power of a crit

Incidentally, any arrows recoverable?

Morbis Meh
2012-08-08, 02:52 PM
Not too shabby for a first encounter as to what to do now... search the manor or their cave? Personally I would suggest cave first to rid ourselves of any other pests, Anthony would probably take the lead not to "lead" just to take the brunt of whatever comes at him. Though he would have a scout or something at his side since is is partially blind and dear :smallbiggrin:

AvocadoAvenger
2012-08-09, 12:59 AM
Anthony mentoring Tulkar... somehow, my gut tells me this isn't really going to work out well.

Morbis Meh
2012-08-09, 08:19 AM
Really... dang he was attempting a peace offering really, acting like a mentor since Tulkar is 14, but alas the ill tempered youth will probably take it as an insult instead of an offering.

Morbis Meh
2012-08-09, 11:26 AM
Lol Archmage you may wish to edit your IC post, as far as I know our jolly British Friend Commisar is not fighting with Tulkar but I would put my money on Comissar if he was.... though it's not really a fight, Anthony is just laughing and not being aggressive; however, he is being slightly condescending but hey old soldiers can be like that.

Archmage1
2012-08-09, 11:29 AM
I am thinking that Tulkar will probably take it the wrong way. I did alter the post to make it a bit less... deadly, however.

Morbis Meh
2012-08-09, 11:33 AM
I am thinking that Tulkar will probably take it the wrong way. I did alter the post to make it a bit less... deadly, however.

rofl... I meant change the post because you said tulkar and Comissar not Tulkar and Anthony hehehe Comissar is a player and Anthony is my PC :smallbiggrin:

Archmage1
2012-08-09, 11:34 AM
whoops. Well, commisar, anthony, same thing, right?
edited

Comissar
2012-08-09, 01:18 PM
whoops. Well, commisar, anthony, same thing, right?
edited

When I roleplay, I LARP. Especially on the forums :smalltongue:

Wish I'd seen that now, ah well.

Archmage1
2012-08-09, 01:28 PM
well, it is the IC thread right? Where you pretend to be are a character on an adventure

Comissar
2012-08-09, 01:33 PM
Fun fact, I try to make sure each of my characters represent a few facets of my own personality. Helps me make sure they act and react in a natural manner, or rather, what I hope looks like a natural manner. So if you want to be all technical about it, it is a little bit of me on an adventure :smallwink:

Archmage1
2012-08-09, 02:17 PM
Well, I think that we all kinda do that. For example, I would have trouble playing a bright and bubbly character, but an aloof, detached character(sorta like Alexis) would be fairly easy to play.

Holice
2012-08-09, 03:27 PM
Yea same here. I find it hard to play any character that can't shapeshift at will or cast fireballs when they've had a bad day...you know, just like in real life.

Comissar
2012-08-09, 05:01 PM
Yea same here. I find it hard to play any character that can't shapeshift at will or cast fireballs when they've had a bad day...you know, just like in real life.

Man, those days are the worst. Do you know how much Guano I go through?

Archmage1
2012-08-09, 05:06 PM
True, although I find that guano is more expensive than bleach and ammonia, and cloudkill is more fun than fireball anyway.

Morbis Meh
2012-08-09, 05:51 PM
True, although I find that guano is more expensive than bleach and ammonia, and cloudkill is more fun than fireball anyway.

Pfft lighting Ether on fire is way more entertaining than mixing Ammonia with a chloride solution besides if you want true cloud kill all the cool kids use tetracarbon fluoride, I think a brown cloud is more fitting.

Archmage1
2012-08-09, 08:36 PM
chlorine is cheap, and effective. It is also readily available. sometimes, handiness outweighs the coolness factor

Morbis Meh
2012-08-10, 02:49 AM
chlorine is cheap, and effective. It is also readily available. sometimes, handiness outweighs the coolness factor

When one works in a chem lab accessibility no longer becomes a problem :smallbiggrin:

Comissar
2012-08-10, 03:41 AM
I work on the principle that anybody in a Chem lab will gleefully mix chemicals for all sorts of reactions and giggle to themselves whilst they're at it. I have yet to be proven wrong on this :smallwink:

Morbis Meh
2012-08-10, 11:00 AM
I work on the principle that anybody in a Chem lab will gleefully mix chemicals for all sorts of reactions and giggle to themselves whilst they're at it. I have yet to be proven wrong on this :smallwink:

...and your point is??? Well my giggle is more like a mad cackle but close enough

Archmage1
2012-08-10, 11:06 AM
I would have done that in High School, but our school charged us for chemicals, and they charged a lot. Their price for distilled water was 4 dollars per fluid ounce.

Morbis Meh
2012-08-10, 11:19 AM
I would have done that in High School, but our school charged us for chemicals, and they charged a lot. Their price for distilled water was 4 dollars per fluid ounce.

...that's highway robbery and such a stupid system, people need distilled water to clean there glassware and dilute samples...

Archmage1
2012-08-10, 11:54 AM
agreed. We just used the sink water, and the chem teacher was always complaining about that.

Comissar
2012-08-10, 12:24 PM
agreed. We just used the sink water, and the chem teacher was always complaining about that.

Serves them right for charging you for distilled.

Morbis Meh
2012-08-10, 12:47 PM
Indeed, you should have gotten your hands on a source of distilled water then charged it at a dollar per ounce.... you could have made a killing!

Archmage1
2012-08-10, 12:54 PM
The school did not allow merchandising, unless you were in the business component. Sever kids were suspended, and one was expelled for underselling stuff that the school had.

Morbis Meh
2012-08-10, 12:55 PM
...black market distilled water, who would have thought it would be such a hot commodity?

Archmage1
2012-08-10, 01:00 PM
no kidding. you would get in more trouble selling candy bars than selling drugs. Which was rather strange.

Morbis Meh
2012-08-10, 01:08 PM
So... I should go to your school and sell distilled water at half price muahahaha... 15 Litres would get me a grand I would be loaded hehehe

Archmage1
2012-08-10, 01:17 PM
you would also most likely find yourself in the principles office without your illegitimate goods, and illegally acquired money. My school was kinda evil. we even had a professional hall monitor, but no non-core classes. like art, or computers.

Morbis Meh
2012-08-10, 01:21 PM
you would also most likely find yourself in the principles office without your illegitimate goods, and illegally acquired money. My school was kinda evil. we even had a professional hall monitor, but no non-core classes. like art, or computers.

Principal wouldn't be able to do squat, I am not a student and if I sell my own distilled water they have absolutely no power to do anything. So there is nothing illegal about my merchandise since I acquired it personally from my own lab and if I sell it off of school property they don't have a leg to stand on.

Archmage1
2012-08-10, 01:28 PM
if you are selling it off campus, the students could probably buy it more cheaply elsewhere, and the problem was more sneaking it in, besides, the sink water was cheaper.

Comissar
2012-08-10, 03:31 PM
Whenever we used Distilled water it was just in a bottle, nothing fancy, I'm sure you could get that in easy enough.

Morbis Meh
2012-08-10, 04:13 PM
Almost every post secondary institution has a filtration system that can convert tap water to distilled

Keylac
2012-08-10, 06:05 PM
Short Post up!

- Cheers, Key

Electrobolt
2012-08-10, 11:15 PM
I didn't realize Tamni'el was moving odd :P I know you meant "off" btw, was being silly

Archmage1
2012-08-10, 11:20 PM
Thanks
well, posting at 12:30am may not be a good plan. still, I have not yet made the most common mistake I catch: instead of alexis, alexix: I seem to do that every post.

Morbis Meh
2012-08-10, 11:32 PM
Thanks
well, posting at 12:30am may not be a good plan. still, I have not yet made the most common mistake I catch: instead of alexis, alexix: I seem to do that every post.

No worries sir, though I think Alexix sounds cooler

Archmage1
2012-08-10, 11:39 PM
how do you think it would be pronounced? In my head, it is always alex ick, or alexis with a harder s at the end. Besides, I stole the name from Might and Magic VII

Morbis Meh
2012-08-10, 11:44 PM
More than likely Aleckicks, on a separate note: Oh mighty DM, if Tulkar does indeed accept Anthony's offer would Tulkar get the Martial Study feat as a bonus?

Archmage1
2012-08-10, 11:46 PM
Gotta love the flower arrangement comment. A book I read had an ex seal master chief arranging flowers. He ended up on a space ship with a very limited set of flowers to arrange. was kinda amusing.

Morbis Meh
2012-08-11, 12:07 AM
Gotta love the flower arrangement comment. A book I read had an ex seal master chief arranging flowers. He ended up on a space ship with a very limited set of flowers to arrange. was kinda amusing.

I am glad you approved! I thought it would be an amusing comment and it would be hilarious for an angsty youth to become a florist!

AvocadoAvenger
2012-08-11, 09:50 AM
lol @ arranging flowers
Martial study turns out to be a pretty useful feat, though. When you take it, you don't need the prereqs that the maneuver would otherwise have. My 14th level barbarian in my IRL game has it for something that gives him +3d6 fire damage on every hit he gets in his full-round attack. The thing is that anyone could take that same thing from level one. Needless to say, it can be played up to some serious cheese.

Morbis Meh
2012-08-11, 10:27 AM
I think you read the description wrong.... you do in fact have to meet the pre reqs for the maneuver

When you gain this feat, you must choose a discipline of martial maneuvers, such as Desert wind. The key skill for the chosen discipline becomes a class skill for all of your classes (current and future).
Select any maneuver from the chosen discipline for which you meet the prerequisite. If you have martial adept levels, this maneuver beocmes one of your maneuvers known. If you do not have martial adept levels, you can use this maneuver once per encounter as a martial adept with an initiator level equal to 1/2 your character level. If you do not have martial adept levels when you take this feat, and you later gain a level in a class that grants maneuvers known, these new maneuvers can only be used once per encounter and have no recovery method. If you later gain levels in a martial adept class (crusader, swordsage, or warblade), you use the recovery method for maneuvers learned a a result of those class levels, but your previous maneuvers (gained through this feat or through prestige class levels) do not gain a recovery method.

Please note bolded parts

AvocadoAvenger
2012-08-11, 06:08 PM
You're right of course. The maneuver that I took does not have prereqs, however.

Holice
2012-08-13, 12:12 PM
We ready for the sneaky people to do their rolls?

Archmage1
2012-08-13, 12:18 PM
rolls are already up. I think keylac is currently mia. probably his internetless trip.

Morbis Meh
2012-08-13, 12:31 PM
You're right of course. The maneuver that I took does not have prereqs, however.

Which maneuever, if it is a level 9 manuever it still requires an IL of 17 (not possible if you are not in an initiator class)

AvocadoAvenger
2012-08-13, 01:55 PM
Which maneuver, if it is a level 9 manuever it still requires an IL of 17 (not possible if you are not in an initiator class)

It was less than nine. I forget, and I don't actually have ToB (I had it borrowed from a friend when I took the feat). I know it was like a desert wind or something, and did +3d6 fire damage to my hits. I believe it was a boost. I was level 12 when I took the feat.

Morbis Meh
2012-08-13, 02:19 PM
Ah desert wind, one of the schools I am not overly associated with! I am more aquainted with the schools that are accessible to warblades/crusaders

Keylac
2012-08-13, 02:20 PM
More than likely Aleckicks, on a separate note: Oh mighty DM, if Tulkar does indeed accept Anthony's offer would Tulkar get the Martial Study feat as a bonus?

Probably not. Feats like that are already supposed to have some sort of IC reason for you getting them. I'll think about it when I get home though, I only have core books out here, so not making any big decisions.:smalltongue:

= Cheers, Key

Keylac
2012-08-13, 03:57 PM
And the next post is up, thanks to your quick responses. If you're not out scouting, feel free to continue talking or anything similar.

On another note, I really wasn't expecting you guys to get back into combat quite so quickly. Given how often people split up to scout, I thinking of removing this encounter entirely - at least for the next group to do this. :smalltongue: I like it, and it fits in well with the place, but I'm not sure on the pacing of it, since so many people end up running into it so quickly. Have to think on that.

Right now, let's just work on you guys not becoming food. :smallwink:

- Cheers, Key

Electrobolt
2012-08-13, 04:11 PM
Tamniel: *glances over to Alexis, mouthing, "Smooth move"*

:P Sorry, couldn't help myself... Anyways, since I can't really do anything except draw a weapon out, I guess that's all I'll do for my surprise round

Morbis Meh
2012-08-13, 04:25 PM
Elf wants to scout she says, wants us loud and blood thirsty tanks to not move she says... well at least Anthony is not in line to become puppy chow :smallbiggrin:

Holice
2012-08-13, 09:00 PM
Sleep and Kill...not as graceful as my wild empathy but it could work. ;)

Archmage1
2012-08-13, 09:03 PM
It seems like a good plan. unless the wolf is an elf. as an added benefit, no need to worry about friendly fire.

Morbis Meh
2012-08-13, 09:10 PM
Coup de grace is not an autokill, you autocrit then the target has to make a Fort save to prevent death....

Archmage1
2012-08-13, 09:20 PM
I have a long sword for 2d8 damage with a crit. so average fort save needed is a 19. how many threat appropriate things for a low level party have a fort save higher than a 4?

Electrobolt
2012-08-13, 09:22 PM
It seems like a good plan. unless the wolf is an elf. as an added benefit, no need to worry about friendly fire.

How can a wolf be an elf too? Unless said wolf is really a wild shape'd elven druid :P But then what would the odds of that be this early?

Morbis Meh
2012-08-13, 09:28 PM
I have a long sword for 2d8 damage with a crit. so average fort save needed is a 19. how many threat appropriate things for a low level party have a fort save higher than a 4?

You never know, bad dice rolls can cripple ya! Putting it to sleep then having everyone beat it to death would be safer :smallbiggrin:

Edit: also the fort save DC on average for you is 14 not 19 thus it would have a 50/50 shot at making it (DC = 10+dmg dealt so 4 in this case)

Archmage1
2012-08-13, 09:31 PM
what makes you think I will put it to sleep? only dc 15

Morbis Meh
2012-08-13, 09:32 PM
what makes you think I will put it to sleep? only dc 15

Hey I am just going off of the assumption that's all, if you do great but attacking it by yourself is a risky move...

Archmage1
2012-08-13, 09:39 PM
well, I am not totally alone.

Comissar
2012-08-15, 01:10 PM
I think getting a message to the melee guys is probably a good bet, just in case.

Archmage1
2012-08-15, 01:39 PM
true, if the wolf/warg/whatever it is does not sleep, then I will message.

Keylac
2012-08-15, 07:44 PM
A short post up. Gotta love the Sleep spell, eh?

Also, Announcements changes (though somewhat redundant).

- Cheers, Key

Keylac
2012-08-15, 08:07 PM
If the wolf is too far to Coup de Grace, she will instead cast message to tell the rest of the party, and then move up to the worg


Yes, it is too far to do it on this round, but you have 10 rounds to work with. Just don't wake the dog up and you guys can pretty much do whatever you want, including sending the message.

Tam, you can also take actions.

- Cheers, Key

Archmage1
2012-08-15, 08:48 PM
ok then. I will be changing my post a bit then. Luckily, normal noise will not awaken the worg

Holice
2012-08-16, 08:37 AM
What ability lets Alexis send messages? And is it audible or mental? Not very familiar with Beguilers.

Morbis Meh
2012-08-16, 08:38 AM
Message is a spell and you were the only one informed Holice... you may want to edit your post.

Holice
2012-08-16, 08:45 AM
But the post said


After informing the rest of the party of the changes, Alexis moves up to the worg

Thus that made me assume she told everyone.

Archmage1
2012-08-16, 09:15 AM
Also, Berin is probably the wrong character. And it is indeed the message spell. Beguilers have most of the enchantment and illusion spells from the sorc/wiz spell list

Holice
2012-08-16, 12:01 PM
Ok, well i revised the post just in case.

Comissar
2012-08-16, 02:20 PM
Never mind, was being dumb.

Archmage1
2012-08-16, 02:34 PM
You aren't being to loud-> an 8 with an armor pen of 8 is pretty good, besides, the kobolds are not near you, and get a penalty to listen

Comissar
2012-08-16, 02:41 PM
You aren't being to loud-> an 8 with an armor pen of 8 is pretty good, besides, the kobolds are not near you, and get a penalty to listen

For anybody nearby I'm being loud :smallwink:

Archmage1
2012-08-16, 02:43 PM
well, they could epic fail their listen roll. I wonder if those old time ear megaphone things would improve your listen score...

Comissar
2012-08-16, 02:48 PM
If the Kobolds have those then that would certainly be amusing.

Archmage1
2012-08-16, 02:58 PM
yep. I have this sudden vision of an epic d&d helmet: It comes with gnomish scopes for eyes(binoculars), those ear things for ears(because why not) and is a beer cap(or a potion of healing hat). And is Bright Pink with Purple Polka dots
Properties -10 to intimidate, bluff, diplomacy, escape artist.(because it is ridiculous) +5 to spot, search, listen(because yes). You can place up to 4 potions, or other drinks in the helm, and you may drink them as a free action.

Keylac
2012-08-16, 03:09 PM
Short post, but everyone can get caught up to the group and you can decide what to do now. :smallsmile:

- Cheers, Key

Archmage1
2012-08-17, 07:45 PM
Can I make a spellcraft check to see if an item is enchanted? Not the properties, just to see weather or not it is magical. At epic, spellcraft allows you to identify items, so it would make sense to be able to see if the item is magical. Or we could just stick the collar on someone and see what happens

Archmage1
2012-08-18, 11:09 AM
Is anyone else going to replay IC, or should I respond?

Comissar
2012-08-18, 11:34 AM
Not actually trying for a spot check or anything, just kind of admiring the tree's.

Archmage1
2012-08-18, 01:10 PM
currently fiddling with overclocking on my computer, so my posting might be a bit delayed.

Archmage1
2012-08-18, 01:32 PM
rolling for actions: spot[roll0] search[roll1] listen[roll2]
spellcraft(if I can use it to see if the collar is magical)[roll3]
(in the shed)

Archmage1
2012-08-19, 07:48 AM
Don't suppose that the open/close spell could open the door quietly?

Keylac
2012-08-19, 02:28 PM
Don't suppose that the open/close spell could open the door quietly?

Nope, the spell just duplicates the effects of opening the door normally.

- Cheers, Key

Archmage1
2012-08-19, 02:40 PM
oil the hinges?

Morbis Meh
2012-08-19, 04:12 PM
So I think the helmet should go to the paly, crusader or the hexblade. Doesn't matter which but they're all melee and will need it more.

Archmage1
2012-08-19, 05:40 PM
fair enough.

Comissar
2012-08-21, 09:31 AM
Bad strength roll and forgot about the dice thread too. If you want me to re-roll it over there I'd be glad to do so :smalltongue:

Morbis Meh
2012-08-21, 10:04 AM
Bad strength roll and forgot about the dice thread too. If you want me to re-roll it over there I'd be glad to do so :smalltongue:

lol I forgot too, I am so used to rolling IC

Archmage1
2012-08-21, 10:12 AM
well, the elf now has the highest roll :). not the highest roll ever, but kinda suprising

Morbis Meh
2012-08-21, 10:17 AM
well, the elf now has the highest roll :). not the highest roll ever, but kinda suprising

Luck of the die, that's about it :smallbiggrin: Our modifiers aren't overly high right now to make much of a differnce. Though at level 3 Anthony will have no problem breaking anything down once he gets a certain maneuver....

Comissar
2012-08-21, 10:44 AM
Nothing quite like bumbling straight after a serious set of orders :smallwink:

Archmage1
2012-08-21, 10:46 AM
at least it wasn't a critical failure. It would have somewhat amusing to see if the door threw Darius backwards for his temerity in attempting it. But, next time, perhaps two people should help one another, for a +2 bonus to the pull

Electrobolt
2012-08-21, 11:46 AM
Unless anyone has any objections, Tamni'el is gonna attempt as well. Ya know, to see if I can get another high roll like I did with the scimitar :P

EDIT: Went ahead with it anyways, and got a 14, though that was with a +3 bonus, so I rolled an 11 normally :P But still, highest outta the group xD

AvocadoAvenger
2012-08-21, 11:54 AM
Whelp, there's my luck :smallsigh: not much better than the rest of the group's.

Interestingly enough, according to this trope (http://tvtropes.org/pmwiki/pmwiki.php/Main/SortingAlgorithmOfFaceHeelTurning), it is quite probable that Tulkar turns evil. Of course that is just talking about fictional characters from stories. I have no intention of going to the dark side, just walking a fine line on it occasionally.

Archmage1
2012-08-21, 11:55 AM
Amusing. So far, the scouts with low strength have the highest rolls. It looks like we may be going through the front door after all. Or someone could take 20

Archmage1
2012-08-21, 12:04 PM
Dark sides are always fun. I once played a Blackguard pretending to be a paladin as an npc for a friend(the others did not know). So fun seeing how fast they all turned to evil seeing the paladin helping them on the way, and no penalties from the DM. Then the BBEG killed them all. They were rather annoyed.

But... um yea. Dark side bad.

Morbis Meh
2012-08-21, 04:21 PM
Anthony could care less if Tulkar goes evil, as long as he doesn't screw up with how things are structured/ordered, though I do hope that after a prolonged stunt of drunken debauchery under the watchful eye of Anthony that Tulkar will come around :smallbiggrin: If not... well then battle of the axes and I doubt the paladin would side with Tulkar, but let us not think on such dark topics and instead rejoice in the heavily object known as bacon (unless you are jewish then I apologize for the inconveince)

Archmage1
2012-08-21, 04:22 PM
Alexis would use bluff/magic to persuade them to agree with her. much eaiser

Morbis Meh
2012-08-21, 04:26 PM
Alexis would use bluff/magic to persuade them to agree with her. much eaiser

Bluff really means squat when the person bluffing isn't involved in the scrap, as for the magic... well you would be in from a rude awakening from both if you failed with the spell. Enough said regarding this topic, Anthony will not fight a child but instead give it the proper guidance and nuturing care a future womanizer deserves :smallbiggrin: Now on to thoughts about bacon

Comissar
2012-08-21, 04:29 PM
You'd need to watch what you did around Darius. He's not the sort to keep a constant evil vision active, but anything obviously irredeemable would earn his ire :smallwink:

Archmage1
2012-08-21, 04:30 PM
come now, you would never know I was casting. Besides, you would probably not make the save.( DC 15, without a will of at least 3, you are unlikely to make it. Besides, I would have 2 tries. Surprise round, followed by sleep. And Alexis could outrun you.

AvocadoAvenger
2012-08-21, 04:32 PM
Indeed. All of these are good reasons why Tulkar is NOT turning evil, even if his archetype often does.

Archmage1
2012-08-21, 04:33 PM
Follow the dark side you must. In your blood it is (in yoda voice)

Morbis Meh
2012-08-21, 05:10 PM
come now, you would never know I was casting. Besides, you would probably not make the save.( DC 15, without a will of at least 3, you are unlikely to make it. Besides, I would have 2 tries. Surprise round, followed by sleep. And Alexis could outrun you.

First of all you need to get a surprise round which you wouldn't get due to you entering combat thus would be somewhere in the initiative order, so you would get one shot and sleep will only work for a short while... that being said unless your character runs away for the rest of their life you will always have to deal with Anthony! Though is entirely purpose because Anthony wouldn't fight a child, and it is rather discouraging that the party is dissing Anthony when he is only trying to help out an over rebellious youth.

Archmage1
2012-08-21, 05:18 PM
10 rounds of sleep. Would get the surprise round by going first by surprise, when I felt that the situation was unrecoverable. My initiative is high enough to give me a fair chance for a double round. And besides, if I can't come up with a solution for something in 10 rounds, coup de grace ftw?

Party goes for Anthony because they don't believe you are improving the situation.

Morbis Meh
2012-08-21, 05:26 PM
10 rounds of sleep. Would get the surprise round by going first by surprise, when I felt that the situation was unrecoverable. My initiative is high enough to give me a fair chance for a double round. And besides, if I can't come up with a solution for something in 10 rounds, coup de grace ftw?

Party goes for Anthony because they don't believe you are improving the situation.

...whatever if you want a pissing match that is up to you it means nothing sleep is useless after level 3 so with that in mind no big whoop and the coup de grace wouldn't kill Anthony thus the beguiler would be in for a world of hurt next round and would be killed with probably one shot (the damage from coup de gras wouldn't take effect until the next round so meh) but enough of this can't we all just get along? As for everyone blaming Anthony that is a crappy reason and please refrain from using YOU in your sentence because I am just roleplaying like the rest of you blaming me as a person is not cool when your characters are being equally dickish towards my character

Archmage1
2012-08-21, 05:44 PM
coup de grace forces a fort or die, ad dc 10+damage from an auto crit. We are currently level 1. Sleep remains useful on single characters until 4 hd, where Alexis would be getting 2nd level spells. I am not really attempting to attack you, or your character. From what I see, you are attempting to play an arrogant, self righteous character well.

Morbis Meh
2012-08-21, 05:55 PM
That's the whole point of the character is a larger than life soldier who has experience in battle. He is just trying to share wisdom and as for coup de grace I could really care less about it, since sleep is a broken spell that should have been nerfed. Let's just drop this alright, I am already getting really sick and tired of something that shouldn't have started in the first place.

Archmage1
2012-08-21, 06:35 PM
fair enough. is Anthony trying to build a sense of team?
I would agree that sleep is kinda op, but it also becomes useless fairly quickly, so maybe wizards thought that balanced it. I suspect that any 1st level save or die will be op, because a high save is +2, and the basic DC will be 14(poorly optimized char), giving around a 60% chance of working. Hm. Maybe not op, as failure means nothing happened. In fact, comparable to a longbow at first level, with around a 30% chance of death vs weaker characters, but still accomplishing something for the next round

Morbis Meh
2012-08-21, 06:43 PM
fair enough. is Anthony trying to build a sense of team?
I would agree that sleep is kinda op, but it also becomes useless fairly quickly, so maybe wizards thought that balanced it. I suspect that any 1st level save or die will be op, because a high save is +2, and the basic DC will be 14(poorly optimized char), giving around a 60% chance of working. Hm. Maybe not op, as failure means nothing happened. In fact, comparable to a longbow at first level, with around a 30% chance of death vs weaker characters, but still accomplishing something for the next round

He has been this entire time by trying to act as a mentor for Tulkar and he has been friendly to everyone else... how has he not been a team builder, he suggests strategy with others, tries to take the brunt of the damage so others won't get hurt. He listened and accepted the requests of the scouts wanting to go on ahead...? I don't know why everyone thinks he's being an a hole when Tulkar is the one acting hostile to everyone?

Archmage1
2012-08-21, 06:48 PM
true. It just seems to me that he is taunting Tulkar, rather than trying to help. Otherwise, I agree with you.

Morbis Meh
2012-08-21, 06:57 PM
true. It just seems to me that he is taunting Tulkar, rather than trying to help. Otherwise, I agree with you.

He is more getting fed up with childish outbursts, so in turn is treating Tulkar like a child. (Odd really when you consider that Anthony acts like a man child sans temper tantrums)

Archmage1
2012-08-21, 07:05 PM
If only Alexis knew reduce person...
Could make everyone children... for about a minute, but hey.

Morbis Meh
2012-08-21, 07:25 PM
If only Alexis knew reduce person...
Could make everyone children... for about a minute, but hey.

Not children more like midgets... in Anthony's case a drunk midget

Archmage1
2012-08-21, 07:27 PM
I thought he did not drink on missions. Besides, you just described him as a man child. I would simply be removing the man part of the equation

Morbis Meh
2012-08-21, 07:29 PM
I thought he did not drink on missions. Besides, you just described him as a man child. I would simply be removing the man part of the equation

He doesn't drink on a mission, but the fact that you would reduce his fighting capabilities mid mission just for a laugh seems like a bad idea... lol he is a child only when he parties though and by child I mean a frat boy since they never really grow up...

Archmage1
2012-08-21, 07:31 PM
Shrinking him would not be reducing his fighting capabilities. Tulkar or Darius could use him as an improvised weapon that uses weapons. Besides, he would become more defensive, which is not necessarily a bad thing.

Morbis Meh
2012-08-21, 07:40 PM
Shrinking him would not be reducing his fighting capabilities. Tulkar or Darius could use him as an improvised weapon that uses weapons. Besides, he would become more defensive, which is not necessarily a bad thing.

...as far as I know most Dm's ban midget tossing XD though imagine a bloodstorm blade with a halfling cohort that he used as his weapon??? Could be so much fun!

Archmage1
2012-08-21, 07:46 PM
yep. It is rather cheesy, but not the most cheesy thing possible. I could demonstrate it with the spell component pouch, which contains an almost infinite amount of anything, by raw. Like chickens, or infinite sweat, silver, iron, wood, and many other items.

Morbis Meh
2012-08-21, 07:50 PM
yep. It is rather cheesy, but not the most cheesy thing possible. I could demonstrate it with the spell component pouch, which contains an almost infinite amount of anything, by raw. Like chickens, or infinite sweat, silver, iron, wood, and many other items.

...nope that is far from cheesy sir, cheesy is entering Anima mage at level 3

Archmage1
2012-08-21, 07:55 PM
I would call infinite money fairly cheesy, as well as the ability to instantly drown people in mercury. Other random cheese: tower shields can grant total cover to the user, which grants total cover to the shield as well.

Morbis Meh
2012-08-21, 08:00 PM
I would call infinite money fairly cheesy, as well as the ability to instantly drown people in mercury. Other random cheese: tower shields can grant total cover to the user, which grants total cover to the shield as well.

...shieldception? As for the infinite money and other available 'cheese' from a spell component pouch meh that is minor and you wouldn't be able to sell most of the stuff in there.

AvocadoAvenger
2012-08-21, 08:00 PM
Well I for one think that interacting with Anthony is fun. He does have a unique relationship with Tulkar that pushes Tulkar's buttons, yet earns him grudging respect. Although he would never admit that, Tulkar does appreciate Anthony's unconventional kind of wisdom. Tulkar will obviously not appreciate interacting with him as much as I do.

Archmage1
2012-08-21, 08:02 PM
i think that an infinite amount of silver wire would be worth something, but you only really need one component to be worth anything for infinite money. And yes, there is undoubtedly more powerful cheese, is there more for 15gp, and no levels required?

Morbis Meh
2012-08-21, 08:04 PM
Well I for one think that interacting with Anthony is fun. He does have a unique relationship with Tulkar that pushes Tulkar's buttons, yet earns him grudging respect. Although he would never admit that, Tulkar does appreciate Anthony's unconventional kind of wisdom. Tulkar will obviously not appreciate interacting with him as much as I do.

I enjoy Tulkar too, it is a special bond they share! Though one day this may prepare Anthony for the eventuality of a bastard child showing up XD

AvocadoAvenger
2012-08-21, 08:33 PM
I enjoy Tulkar too, it is a special bond they share! Though one day this may prepare Anthony for the eventuality of a bastard child showing up XD

lol, this should happen at some point in the campaign :smallbiggrin: I think it would be completely hilarious.

Morbis Meh
2012-08-21, 08:38 PM
lol, this should happen at some point in the campaign :smallbiggrin: I think it would be completely hilarious.

Agreed... but I would never trust him with a child that is a truly frightening concept!

Archmage1
2012-08-21, 08:40 PM
well... trust, children. Who cares? the child could be totally evil, or a complete saint. It would be amusing if the child was a high level rogue though, just to screw with him.

Morbis Meh
2012-08-21, 08:43 PM
well... trust, children. Who cares? the child could be totally evil, or a complete saint. It would be amusing if the child was a high level rogue though, just to screw with him.

He's only 32... the kid wouldn't be that old to be such an accomplished thief

Archmage1
2012-08-21, 08:45 PM
cough cough Oliver Twist cough.
Perhaps the thief stole the child's body. Time travel? DM Fiat. Some magic.

AvocadoAvenger
2012-08-21, 09:46 PM
He's only 32... the kid wouldn't be that old to be such an accomplished thief

Well... erm... how young was Anthony when...? I mean, how old could the child be?

Archmage1
2012-08-21, 09:49 PM
well, possibly 22 and down, I would think. Assuming he was fairly... young

Is it sad that my first instinct was to ignite the grease?

Keylac
2012-08-21, 09:50 PM
Allright, next post up. It's short and to the point. I'll be able to get the next up as soon as I know where you guys are heading and what you're doing.

- Cheers, Key

Archmage1
2012-08-23, 02:12 PM
I find the lack of activity... disturbing