[4e] [OOC] Keep on the Shadowfell with Essentials

General OOC.

Please let your first post here be your character.

Do use this thread to let us know if you are going to be absent.  There's also an absent thread here:  community.wizards.com/play-by-post_haven...

For IC posting colors, see here:  community.wizards.com/go/thread/view/758...[Read_This_First]?num=10&pg=1

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

My color will be Dark Green.

Character Sheet

Immerul Riurdon
Eladrin, Mage
School: Nethermancy School
 
FINAL ABILITY SCORES
STR 10, CON 14, DEX 15, INT 18, WIS 14, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 13, INT 16, WIS 14, CHA 8
 
 
AC: 14 Fort: 12 Ref: 14 Will: 15
HP: 24 Surges: 8 Surge Value: 6
 
TRAINED SKILLS
Arcana +11, History +11, Insight +7, Religion +9, Stealth +7
 
UNTRAINED SKILLS
Acrobatics +2, Athletics 0, Bluff -1, Diplomacy -1, Dungeoneering +2, Endurance +2, Heal +2, Intimidate -1, Nature +2, Perception +2, Streetwise -1, Thievery +2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Eladrin Racial Power: Fey Step
Wizard Cantrip: Spook
Wizard Cantrip: Suggestion
Wizard Cantrip: Ghost Sound
Wizard At-Will Attack 1: Unraveling Dart
Wizard At-Will Attack 1: Beguiling Strands
Wizard At-Will Attack 1: Magic Missile
Wizard Encounter Attack 1: Twilight Falls
Wizard Encounter Attack 1 (Spellbook): Darkening Flame
Wizard Daily Attack 1: Spirit Rend
Wizard Daily Attack 1 (Spellbook): Ray of Fatigue
 
FEATS
Level 1: Staff Expertise
Level 2: Leather Armor Proficiency
 
ITEMS
Magic Staff +1
Cloth Armor (Basic Clothing) x1
Dagger
Adventurer's Kit
76 GP


Background

Immerul Riurdon was born to a proud Eladrin house only a month before forbidden magical experimentation forced his household into exile. Driven to the depths of the feywild, the Riurdon house unwittingly settled near a conduit to the Shadowfell. The energies of the conduit slowly warped his family from the tall, proud, bright eyed Eladrin they once were to pale and stooped shadows of their former glory. The energies had the most startling effect on the young Immerul.

From an early age, strange things happened around the young scion. Shadows would flit in and out of existence. Unearthly howling would be heard howling just outside of the manor house at night, but nothing was there when the watchmen went out. Immerul's hair slowly turned from blonde to jet black, and his eyes followed suit. His skin became pale and waxlike, to the point where he could hardly bare to be out in the sunlight. To the rest of the house, to whom the creatures of shadow were now common place, Immerul was feared.

Immerul's uncle, however, was intelligent enough to realize that these occurences were not simply chance. He brought the young scion under his wing, and conducted experiments upon him until he was convinced that Immerul was intricately connected to the energies of the planes, and the shadowfell in particular. He began to teach the young eladrin the ways of magic, hoping to tap his talent for his own uses. However, one night he pushed Immerul a step too far, torturing him with vicious spells hoping to snap the scion's gift into focus. Unfortunately for him, it worked. Shadow beasts formed from nothingness and leaped on the would be master, tearing him to pieces then vanishing.

Immerul fled from his family of outcasts. He ran through the night forest and unwittingly stepped through the boundery to the material plane. He made his way to a small town, cloaked and hooded. He had taken a small fortune in coin with him, and was unused to the customs of other humanoids. He bought a night at the inn, but a man strangling him on his bed while another searched through his belongings. In a panic, he cast his most basic spell into the face of his assailent, a bolt of energy that sloughed away most of the skin on his face. As the man fell back screeching, Immerul grabbed his few belongings and fled.

From that point forward, he wandered from town to town, never staying long and always cautious. Eventually, he found other like minded souls and misfits and they formed a small group, relying on numbers for mutal protection. With a semblence of order in his life, he found time to resume his studies into the planes and other forbidden lore. While the others of the group tolerate him, they cannot truly understand the dark depths that his powers draw upon, and that which is unknown is feared. He treds a dangerous path between the darkness and the light, and has yet to find his way.


Description

Age: 29
Race: Eladrin

Immerul Riurdon remains cloaked and hooded in black clothing, especially during the day. Those who have seen his face are reminded of a corpse: Pale, waxlike skin with jet black eyes that are eerily reminiscent of empty sockets. His black hair is long and unkept, and when not hooded sticks out in many directions. He walks with a stoop, and carries a staff made of soot coated ash, which seems to focus his power. He is untrusting of others, and has a cynical outlook on life, which can make him hard to deal with at times. Belying his grating personility is a keen intellect, and he often offers insight on the most esoteric of topics. His knowledge of the arcane is unmatched, making him extremely useful in a world where magic is often ill-understood.


Immerul's Combat Statblock

AC: 17
Fort: 13 Reflex: 15 Will: 16
HP: 28/28
Surges: 8/8
Surge Value: 7
Initiative: +3
[ ] Action Points: 1
[ ] Second Wind
Status:

Nethermancy Apprentice: Creatures hit by your arcane nethermancy attack powers treat enemies more than 2 squares away from them as having partial concealment until the end of your next turn.


Staff Expertise: You do not provoke opportunity attacks with ranged or area attacks when using a staff as an implement.

Attack Powers


Melee Basic Attack

Standard Action, Staff
Target: One Creature
Attack: +4 vs AC
Hit: 1d8 + 1 damage


Magic Missile

Standard Action, Implement (Staff), Arcane, Evocation, Force
Ranged 20
Target: One Creature
Effect: 2 + Intelligence modifier force damage (7)
Special: If the implement used with this power has an enhancement bonus, you may add that enhancement bonus to the damage. You may use this power as a ranged basic attack.


Beguiling Strands

Standard Action, Implement (Staff), Arcane, Charm, Enchantment, Psychic
Close Blast 5
Target: Each enemy in blast
Attack: +7 vs Will
Hit: Intelligence modifier psychic damage (4), and you push the target 3 squares.


Unraveling Dart

Standard Action, Implement (Staff), Arcane, Nethermancy, Shadow
Ranged 10
Target: One or Two creatures
Attack: +7 vs Fort
Hit: 1d4 + 5 damage. If the target has vulnerability to any types of damage, this attack deals damage of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your wisdom modifier (2).


[ ]
Twilight Falls

Standard Action, Implement (Staff), Arcane, Nethermancy, Psychic, Shadow, Zone
Area Burst 1 Within 10
Target: Each enemy in burst
Attack: +7 vs Will
Hit: 1d6 + 5 psychic damage. If the target is in the origin square, the target is also dazed until the end of your next turn.
Effect: The burst creates a zone that lasts until the end of your next turn. When any enemy in the zone attacks a creature, that creature has partial concealment against that enemy.


[ ]
Darkening Flame (Spellbook)

Standard Action, Implement (Staff), Arcane, Fire, Necromancy, Necrotic, Shadow
Ranged 10
Target: One Creature
Attack: +7 vs Reflex
Hit: 2d8 + 5 necrotic damage.
Effect: Each creature adjacent to the target takes fire damage equal to your intelligence modifier (4).


[ ]
Spirit Rend

Standard Action, Implement (Staff), Arcane, Necromancy, Necrotic, Shadow
Area Burst 1 Within 10
Target: Each enemy in burst
Attack: +7 vs Will
Hit: 3d6 + 5 necrotic damage, and the target is immobilized (Save Ends). If the target is undead, it takes no damage and is not immobilized. Instead, the target must use a free action to move as far as its speed allows to a square further away from you, and it is dazed (Save Ends).
Miss: Half Damage


[ ]
Ray of Fatigue (Spellbook)

Standard Action, Implement (Staff), Arcane, Necrotic, Nethermancy, Shadow
Ranged 20
Target: One Creature
Attack: +7 vs Fort. You have combat advantage against the target if the target is bloodied.
Hit: 2d8 + 5 necrotic damage, and the target is weakened (Save Ends).
Miss: Half damage, and the target is weakened until the end of your next turn.




Utility Powers


Ghost Sound

Minor Action, Arcane, Illusion
Effect:
You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.


[ ]
Spook

Minor Action, Arcane, Nethermancy, Shadow
Trigger: You would make an intimidate check
Effect:
You make an Arcana check instead, using that result to determine the outcome of the intimidate check


[ ]
Suggestion

Minor Action, Arcane
Trigger: You would make a diplomacy check
Effect:
You make an Arcana check instead, using the result to determine the outcome of the intimidate check


[ ]
Fey Step

Move Action, Teleportation
Effect: Teleport up to 5 squares.





Triggered Powers


[ ]
Shield

Immediate Interrupt, Arcane
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.




Skills

Passive Perception: 13
Passive Insight: 18

Trained Skills:
Arcana: 12
History: 12
Insight: 8
Religion: 10
Stealth: 8

Untrained Skills:
Acrobatics: 3
Athletics: 1
Bluff: 0
Diplomacy: 0
Dungeoneering: 3
Endurance: 3
Heal: 3
Intimidate: 0
Nature: 3
Perception: 3
Streetwise: 0
Thievery: 3


Cador Reedspinner (Halfling Knight)

Dark Red
looks like a good choice (are there any reserved colors that we can't use?).

Detailed iplay4e Character Sheet

Character Sheet Summary
====== Created Using Wizards of the Coast D&D Character Builder ======
Halfling, Knight
Knight Option: Shield Finesse
 
FINAL ABILITY SCORES
STR 10, CON 16, DEX 20, INT 8, WIS 10, CHA 11
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 18, INT 8, WIS 10, CHA 11
 
 
AC: 20 Fort: 15 Ref: 17 Will: 10
HP: 31 Surges: 12 Surge Value: 7
 
TRAINED SKILLS
Athletics +4, Endurance +7, Intimidate +5
 
UNTRAINED SKILLS
Acrobatics +6, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +0, Heal +0, History –1, Insight +0, Nature +0, Perception +0, Religion –1, Stealth +4, Streetwise +0, Thievery +6
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Halfling Racial Power: Second Chance
Fighter Attack: Battle Guardian
Multiple Class Utility: Defender Aura
Fighter Utility: Cleaving Assault
Fighter Utility: Battle Wrath
Multiple Class Attack: Power Strike
 
FEATS
Shield Finesse
Level 1: Melee Training (Dexterity)
 
ITEMS
Hide Armor x1
Heavy Shield x1
Adventurer's Kit
Climber's Kit
Dagger
Rapier x1

Description
Cador is short even by the standards of a Halfling. He has warm brown eyes and often carries a friendly smile on his face. His dark brown hair is pulled back into a tight pony tail and often has several reeds woven into braids running along his scalp. He is well tanned from frequenting the outdoors and is otherwise plain for a Halfling.

When out adventuring he dresses in a chestnut brown suit of hide armor that’s marked with many large water stains. A sizable, beaten metal shield is lashed to his left forearm and a pristine, well-maintained rapier dances as an extension of his right hand. The symbol of Avandra crafted out of woven green reeds graces the protected side of his shield. Several small daggers are tucked neatly into easily accessible sheaths on his belt and armor [OOC: one dagger is hidden in the left bracer of his armor]. He completes his kit with a leather backpack and a light drab-green cloak to keep out the elements.


In combat his attacks are precise and certain - requiring nearby enemies to heed his presence or risk a quick, if not powerful, sting from his rapier. His movements are smooth and quick as is required by his small stature and slight build when dodging the blows of his often larger attackers.


Background

Coming Soon

Not really, but I wouldn't use any colors that have contrast problems with the forum background.  They would be too hard to read.

I'm waiting for one more person before we get fully immersed in the game since Blanket bowed out.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

I'm assuming the characters don't know each other (unless the players conspire in our backgrounds) at the start of the obligatory tavern scene. Is this the correct approach to take?
Posting color Purple

Dredge, Revenant(dwarf) Warpriest of Death (Raven Queen)
====== Created Using Wizards of the Coast D&D Character Builder ======
Revenant, Warpriest
Domain: Death Domain
Choose your Race in Life: Dwarf
Theme: Ordained Priest 
 
FINAL ABILITY SCORES
STR 9, CON 19, DEX 15, INT 10, WIS 17, CHA 10
 
STARTING ABILITY SCORES
STR 9, CON 16, DEX 13, INT 10, WIS 16, CHA 10
 
 
AC: 22 Fort: 17 Ref: 16 Will: 16
HP: 51 Surges: 11 Surge Value: 11
 
TRAINED SKILLS
Heal +10, History +7, Insight +8, Religion +7, Stealth +6
 
UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Athletics -2, Bluff +2, Diplomacy +2, Dungeoneering +5, Endurance +6, Intimidate +4, Nature +5, Perception +5, Streetwise +1, Thievery +1
 
CLASS ABILITIES:
Level 5 domain ability:
Reactive Healing
When an enemy within 5 of Dredge drops to 0 hp he may use Healing Word as an immediate reaction

POWERS
Theme Power:
Smiting Symbol
Standard Action Melee weapon
Target: One enemy
Attack: +9 vs. AC
Hit: 1d4+4
Effect: Choose one ally within 3 squares of you. That ally gains a +2 bonus to all defenses until the end of your next turn. He or she also gains temporary hit points equal to 3 + one-half your level (4).
 
Basic Attack:
Melee Basic Attack (Dagger)
Standard Action      Melee 1
Target: One creature
Attack: +4 vs AC
Hit: 1d4-1 

Basic Attack:
Ranged Basic Attack (Dagger)
Standard Action      Melee 1
Target: One creature
Attack: +7 vs AC
Hit: 1d4+2

Revenant Utility:
Dark Reaping
Free Action 
Trigger: A creature within 5 squares of you is reduced
to 0 hit points
Effect: One creature of your choice that you hit with an
attack before the end of your next turn takes extra necrotic damage equal to 1d8
+ 4.

Channel Divinty
Channel Divinty:
Smite Undead
Standard Action      Melee weapon
Target: One undead creature
Attack: +9 vs Will
Hit: 2d4 + 4 radiant damage, and you push the target up to 7 squares. The target is immobilized until the end of your next turn.
Miss: Half damage.

Channel Divinty
Stay the Hand of Death
Minor Action      Close burst 2
Target: You or one ally in the burst; the target must
be bloodied
Effect: The target gains 5 temporary hit points.

Cleric Utility:
Healing Word
Minor Action      Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain
1d6 additional hit points.
Effect: Dredge gains 5 temp hp 
Special: You can use this power twice per encounter, but only once per
round.

Assassin Feature:
Shadow Step
Move Action      Personal
Requirement: You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to
a different creature.

Cleric Attack 1:
Death's Shadow
Standard Action      Melee 1
Target: One creature
Attack: +8 vs. Reflex
Hit: 1d8 + 5 cold and necrotic damage.
Effect: The target takes a -2 penalty to all defenses
against the next attack made against it before the end of your next turn.

Cleric Attack 1:
Tenebrous Blessing
Standard Action      Melee 1
Target: One creature
Attack: +8 vs. Will
Hit: 1d8 + 5 psychic damage.
Effect: Until the end of your next turn, the target takes -4 penalty to damage rolls.

Cleric Utility 1:
Eye of the Vulture
Minor Action      Close burst 3
Target: Each bloodied enemy in the burst
Effect: You learn which targets have current hit point totals lower than your healing surge value.

Cleric Attack 1:
Inevitable Doom
Standard Action      Melee 1
Target: One enemy
Effect: The next attack made against the target before the end of your next turn deals 2d8 extra damage on a hit or a miss, even if the attack normally deals no damage on a miss. This extra damage cannot benefit from bonuses to damage rolls.

Cleric Attack 1:
Lesser Aspect of Wrath
Standard Action      Melee weapon
Target: One creature
Attack: +8 vs. Will
Hit: 1[W] + 3 radiant damage.
Effect: You gain 10 temporary hit points. Until the end of the encounter, you gain a +1 power bonus to attack rolls, and any enemy that ends its turn adjacent to you takes 4 radiant.

Cleric Utility 2:
Bless
Minor Action    Close burst 20
Target: You and each ally in burst
Effect: Each target gets a +1 power bonus to attack rolls until the end of the encounter  
 
Cleric Attack 3:
Death Surge
Immediate Reaction Close burst 3
Trigger: A creature within 3 squares of you drops to 0 hit points.
Target: Each enemy in the burst
Attack: +8 vs. Fortitude
Hit: 1d8 +5 psychic damage.
Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 temporary hit points.
 
Cleric Utility 4:
Holy Cleansing
Minor Action   Close Burst 5
Target: You or one ally in the burst
Effect: The target makes a saving throw with a +5 power bonus against each effect on him or her that a save can end. In addition, if the target suffers from a disease, he or she can spend a healing surge to improve the disease by 2 stages. The target regains no hit points for spending the healing surge. If the target is subject to a petrifying effect, that effect ends but the target loses any remaining healing surges.
 
Cleric Attack 5:
Inspire Fervor
Standard Action      Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 2[W] + 3 radiant damage.
MISS: Half damage
Effect: Each ally within 2 of you can shift 2 squares as a free action.  Any ally who ends this shift adjacent to the target can make a melee basic attack against it as a free action.
 
FEATS
Level 1:
Acolyte of the Veil
Benefit: You gain training in the Acrobatics or Stealth skill. Once per encounter, you can use the shadow step power. In addition, you can wield assassin implements

Level 2:
Holy Symbol Expertise
Benefit: You gain a +1 feat bonus to attack rolls with a holy symbol.  When you attack an enemy with an implement attack using a holy symbol, your enemies cannot gain combat advantage against you until the start of your next turn, unless you use a power or another ability that states that you grant combat advantage.

Level 4:
Ritual Caster
Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
  
 
ITEMS
Holy Symbol + 2
Dwarven Chainmail +1
+2 Delver's Chain
Shield of Protection x1
Light Shield x1
Dagger x1
Thieves' Tools
Adventurer's Kit
====== End ======


Combat Stat Block
AC: 22 Fort: 17 Reflex: 16 Will: 16
HP: 51/46
Bloodied Value: 23
Healing Surges Used: 0/11
Surge Value: 11
Initiative Modifier: +4
Status:
Other Relevant Information:
* 5 Resist Necrotic
* when at 0hp can choose to remain concious and take 1 standard action until I make my first death saving throw.
Action Points Used: 0/1

[] Second Wind
[] Shadow Step
[] Channel Divinity (Smite Undead / Stay the Hand)
[] Inevitable Doom
[][] Healing Word
[] Dark Reaping
[] Eye of the Vulture
[] Death Surge 
[] Smiting Symbol 
[] Lesser Aspect of Wrath
[] Bless
[] Holy Cleansing 
[] Delver's Armour 
[] Shield of Protection
[] Inspire Fervor
  
Background
Coming later...


Description
Coming later...


Changes
2013-08-02: Level up to 5
 * +5 hp, daily power "Inspire Fervor", level 5 domain ability
@TonyF:   If you want to start out knowing each other, that's fine.  Not knowing each other is also fine.

I've been thinking (dangerous, I know).  Even if you do not know each other, I will say all of you have crossed paths sometime in your past.  Maybe the revenant & halfling were best buddies before Dredge died and the halfling went to Dredge's funeral.  You may not know he's Dredge when you meet in the tavern.  Up to you.

The same goes for the rest of you.  Just remember all of you have crossed paths at one point in time, just only briefly for some, others had longer associations. 

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

Here is Levicat's PC.

Rolen
====== Created Using Wizards of the Coast D&D Character Builder ======
Half-Elf, Sentinel
Season: Druid of Summer
Druid Wilderness Knacks Option: Beast Empathy (Druid)
Druid Wilderness Knacks Option: Herb Lore (Druid)
Half-Elf Power Selection Option: Knack for Success
 
FINAL ABILITY SCORES
STR 12, CON 17, DEX 12, INT 10, WIS 18, CHA 10
 
STARTING ABILITY SCORES
STR 12, CON 15, DEX 12, INT 10, WIS 16, CHA 10
 
 
AC: 16 Fort: 15 Ref: 11 Will: 14
HP: 29 Surges: 10 Surge Value: 7
 
TRAINED SKILLS
Heal +9, Insight +11, Nature +11, Perception +11
 
UNTRAINED SKILLS
Acrobatics +0, Arcana +0, Athletics +2, Bluff +0, Diplomacy +2, Dungeoneering +4, Endurance +2, History +0, Intimidate +0, Religion +0, Stealth +0, Streetwise +0, Thievery +0
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Half-Elf Racial Power: Knack for Success
Druid Attack: Combined Attack
Cleric Utility: Healing Word
Druid Attack 1: Tending Strike
Druid Attack 1: Heat Metal
 
FEATS
Level 1: Wasteland Wanderer
 
ITEMS
Adventurer's Kit
Staff Implement x1
Mace
Hide Armor x1
====== End ======

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

@Astromath: Do you want us to go ahead and roll initiative/place our characters for the encounter?
Here is my pc, I'll be using my typical color.
Gyrdain Cruxthell
====== Created Using Wizards of the Coast D&D Character Builder ======
Vryloka, Vampire
 
FINAL ABILITY SCORES
STR 8, CON 11, DEX 18, INT 11, WIS 12, CHA 18
 
STARTING ABILITY SCORES
STR 8, CON 11, DEX 16, INT 11, WIS 12, CHA 16
 
 
AC: 16 Fort: 11 Ref: 14 Will: 15
HP: 28 Surges: 2 Surge Value: 7
 
TRAINED SKILLS
Acrobatics +9, Bluff +9, Perception +8, Stealth +11
 
UNTRAINED SKILLS
Arcana +0, Athletics –1, Diplomacy +4, Dungeoneering +1, Endurance +0, Heal +1, History +0, Insight +1, Intimidate +4, Nature +1, Religion +0, Streetwise +4, Thievery +4
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Vryloka Utility: Lifeblood
Vampire Attack: Blood Drinker
Vampire Attack 1: Swarm of Shadows
Vampire Attack 1: Dark Beckoning
Vampire Attack 1: Taste of Life
Vampire Attack 1: Vampire Slam
 
FEATS
Level 1: Toughness
 
ITEMS
Ki Focus x1
Backpack (empty)
Riding Horse
Silk Rope (50 ft.)
Climber's Kit
Tent
Cloth Armor (Basic Clothing)
====== End ======

By the way, where is Levicat? I figured he'd have posted by now since it is your game and all.
@Vsteel:  not yet.  Wait until the party is altogether first.

@crimson:  yep.  As I am typing this he is paying on his Wii.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

There's one important thing about the encounter thread.  I am using it only to post the battlemap, initiative, and statuses.  In other words, I will be the only one posting to that thread.  All the actual battling will be done in the IC thread.  I'm taking a page out of Xeadan's book.  I just have no way to lock that thread for my use only.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

Orange

sorry I haven't been posting guys. but yeah, I am here.
looks like a good gathering of characters we have here.
should be a good game.
Since I'm off work (I work as a tax preparer) until January, I will probably be checking these threads several times per day.  However, I will not require that of you guys.  Post as you can, but I would like the posting to be every 48 hours.

I have all the battle maps done through most of H3 right now.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

From the IC thread:


Gander looks extremely puzzled by the halfling's last comment.  (OOC: Tony.  Let's assume you rolled a nat 20 for insight check.)  He shrugs his shoulders and goes back to cleaning a beer stein for the umpteenth time.  You have the sneaking suspician that somebody or something is watching but for neither good nor bad intent, just watching.




Sorry my post wasn't clearer, I was(am) typing quickly at work. Cador wants Gander to forget that he mixed up beer and bear, hence the large tip (for the misunderstanding).

After that he leaves the bar and heads over to the table with the other PCs.

The insight check was to see if Immerul's contract was written to take advantage of Cador. I rolled a 2+0=2 so I figured that whether or not there was anything sneaky in the document - since I rolled so low Cador wasn't going to detect anything bad so he just went about his way, happy as an oblivious clam.
Yes.  I know.  However, I was using a separate insight check on Gander.  This meaning that Gander has absolutely no idea what he told you.  For all he knows, he blacked out for as long as to give you the message.  He really doesn't know that Cador mixed up beer and bear.  That's why he looked puzzled at your remark.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

Ah ok, gotcha.
From an IC perspective, the party will of course split the gold evenly. From an OOC perspective, I prefer to pool the group funds so that it is actually possible to buy items for people as they need it. Thoughts?
well, Gyrdian has only nominal use for money, so that wouldn't truely be a problem for him. however, from an IC perspective, Immerul has made it quite clear that these people are only "associates" and not truely allies as of yet. Gyrdian would find it hard to believe or trust him for making any such suggestions.
I'm for pooling, but I think we should pick up potions for everyone when we can.

- Orbin 
doesn't matter to me either way. as long as I get something eventually
Within the framework of the "sample" contract I set up, it does not mention when the party treasure will be split, only that it will be split.  It'll be up to you guys as to when that will happen.  But, whatever.  On to talking with Cranewing!

If you are curious to know how I came up with the notices, I took each hook suggested in the module and made a notice out of it.  That way you could pick and choose which hook you would like the most.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

Somehow, I knew we should have tried talking to both of the paying jobs... 2x money for 1x work!
Wouldn't have worked.  The moment you accepted one of the jobs, the other would've already been taken.Smile

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

hehe, dm fiat.

Poor little old lady with nothing to offer except a warm meal... her husband is going to die before anyone bothers to even try to save him...
Probably, but it was all she could offer.  Remember these modules were created with a mostly good aligned party in mind.  Therefore that adventure hook was a completely viable option.  For a mostly unaligned party, a good meal just don't cut it.  I could have spiced it up a bit by saying that her cooking is similar to that of a 5 star chef working at a 1 star restaurant.  In other words, her meal could have been worth 250 gp in value.

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Not to say it's a bad hook in and of itself, but compared with the other two listed there...

Personally, I kinda liked that one, but since Immerul had already decided for us, it was easier to go with the party. Of course, Gyrdian has a slightly different idea of a "warm meal."
It's all a moot point now.  I'll take this as far as the road you guys chose can go.

I like what is happening now.  Lots of roleplay.  Let's keep it up.

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Question:  Is the pace too fast?  If it is, I can try to slow down.  Although, I still would like posting within 48 hours of your last post.

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heck no!

Not for me at least. I prefer a faster paced game. Daily updates ar so hard to come by in most of the other PbP on here.
Since I'm now out of work until January, I have a tendency to check my PbPs several times a day.  Right now I'm busy creating the encounter maps for the upcoming modules.  I'm about halfway done P3 right now.

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Seems like no one else in the group has much desire to be leader. And Immerul makes a good front man, as opposed to a guy wrapped all in bandages (seems more like a bandit king than an adventuring party leader). But, what are we going to call the group? A necromancer, a vampire, an undead death-priest, and a knight and druid... interesting combo.

perhaps something raven themed? Our knight could be a deathknight and our druid could be... an oddball?

or do we want something more mundane, such as the Emerald Leaf.
 Obsidian Sun
Darkfire
Eager Storm

for that matter, do you care if it is a guild, a company, or a group?
I like 'The Syndicate'.
I'm happy with the pacing and the game overall. I'm still trying to figure out why Cador hasn't given this group a pass due to their darker nature. He certainly doesn't see himself as the leader of such a group since he's still not even convinced that he fits in. It'll be interesting to see where this all goes.
Maybe its the halfling's natural inquistive nature.  Also, as far as I know, other than metagaming, noone knows that the vampire is a vampire or the revenant is a revenant with the exception of the nethermancer, who's trained to pick up on those type of clues.  At least they haven't actually announced to the group what they are.

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actually, while that is true of the vampire, revenants all have similar features and all look like revenants. They are given new bodies when they are created and as such have some of the same features to them, such as having scaled and clawed hands.
Not everybody can recognize a revenant for what they are.  To most common people, they are just a walking, talking, intelligent undead thing.

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I know what I'm introducing here has nothing to do with the adventure at hand.  But it does allow this to be a idea board for a homebrew campaign I'm running.

The amulet is just going to be one of those mystery items that will have to be explained away at a much later date in a different campaign.  Who knows, if the Keep goes well, I might be persuaded to start another one with that amulet as the starting point.

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For those of you who don't know, I will not automatically put out what you find out through skill rolls in the IC thread.  I would prefer to PM you with the results and let you roleplay it out.  I will not automatically assume you share all details.

If nobody posts within the next 24 hours, I will continue as if you don't want to share what you have found.

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As soon as Vsteel & Levicat make their posts, I'll fast forward to the first encounter.

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Question for you then, if we are three days into the traveling, are we still traveling at night? I wouldn't want to force everyone else to be uncomfortable on my account. That is why I wear heavy robes and all. Also, if we are traveling at night and the sunrod would ruin my darkvision, I would prefer to be outside its radius. Blood's speed is 10, so I could easily get back in range within a single round if needed, though 20 squares in all directions is basically the whole map anyway. Unlikely for anything to get the drop on us with very much accuracy outside of that.