Monday, October 31, 2011

Party Situated

You are all currently on the western outskirts of the town of Kenby within the Protectorate of Sombar - 1 days walk (30 miles) to Sombar City. Kenby is astride Eagle's Road which joins to the High Road 1 hours walk to the east.

Check the World map below.



Praxis the White's Sending spell to Aleska

Sending spell p275 - can be replied to likewise in 25 words or less immediately.


"My abode is under attack from fierce cat men. They have killed my guards and now try to enter my quarters. Aleska, please help me...!


This was your teacher for a time in Sombar. You knew he was at least 15th level but moved to a town called Kenby to live out his twilight years. He took his capable bodyguards Denis and Harold with him. Men you befriended whilst Praxis' pupil.


Denis 10th Fighter

Harold 6th Cleric/6th Fighter


All players keep an eye on the The Campaign label for maps etc.

A Tribute to Shine


May he rest in peace

Saturday, October 29, 2011

The Road

I just watched this yesterday. Intense movie. Apparently the book is much better; it won a pulitzer. I definitely recommend this though.

Thursday, October 27, 2011

Game Protocol

Red Sonja says:


1. Always try to speak in turns (possibly use the turn sequencer at all times). End your turn with "I'm finished". Once said there's no backtracking.

2. Audio banter although fun is to be curbed while using the imperfect conference call system.

3. If a question is directed at someone then say that persons name at the end.

4. If it is not your turn and you have something to say then write on the BGs chat in your colour and to all or a certain person. Turn on the chat sound or you may not realise a new message has been sent.

5. The DM needs to send more explanations/information in writing - requires more preparation. DM shouldn't try to make macros or add new figures during gameplay as it makes the game time out.

6. Any questions about the game or BGs are to the DM first. If the DM doesn't know he should soon state this then any can help by posting the relevant reference in the chat.

7.We need to spend 15/20 mins on familiarisation at the beginning of the game. Free for all chat. Game protocol will be sent again with changes noted. Use this time to adapt the protocol.

8. Play the game. Don't be doing other stuff like making dice macros, choosing spells, writing stuff on the blog. If you don't pick up on something it's much harder to clue you in online.

9. To hit and damage are rolled together for now.

10. The DM should try to be online earlier for 'housekeeping' with players.

11. The DM makes verbal announcements with the bell sound in the chat. Everyone replies with a "k" in the BGs chat. The DM then types "e" to launch into descriptions etc.

12. The DM controls absent players PCs.

Thou fobbing, bat-fowling strumpet!

Hey guys. Let's add a little culture to our role playing and have at our enemies with Shakespearian insults! Have a look.

http://baldwinsoftware.com/shakes.php

Monday, October 24, 2011

Kenby Notes

Autumn


Kenby


A) Kenby militia barracks/Sherrif Gareth's house/Town Hall


B) Church to Pelor. Father Neymus (Cleric 12th) and his daughter Esmay (Cleric 9th) live and practice here. NG


C) Squire Dilmar's residence.- rep. of Lord Seamus of the Eastern Province of Sombar. Breadbasket of Sombar.


D) The Tiller's Tavern - Godfrey the landlord runs this modest but clean tavern with two bar wenches. (Cha8 and Cha7 - "Keeps the patrons drinking more", says Godfrey).


One night with food 1gp -private room - 6 rooms free.


All villagers will give details on Praxis saying he was a kind old man. He gave a lot to the village through grants to fix the roads and renovate many of the buildings. He seems a rich man.


He lives out west along Eagle's Road. Go past Bertram's straw roofed hut and take the right just before the Great Gray Rock. His house is on the mountains edge.

The Death of Madak

Town of Kenby

Artpacks revisited

Here are the links to the artpack downloads you all need to install.

Only take out the .cxt files from each of these folders and then place them in the BRPG folder within the Artpacks folder and then Bob's your uncle.
If you happen to have the game running when you place them in the folders you have to shut down and restart to be able to see them.


http://battlegroundsgames.com/forums/viewtopic.php?t=2410
http://battlegroundsgames.com/forums/viewtopic.php?t=2417
http://battlegroundsgames.com/forums/viewtopic.php?t=2499
http://battlegroundsgames.com/forums/viewtopic.php?t=2498

Thursday, October 20, 2011

Riddles Suck

I thought about putting some riddles in the game but then I read this. Very funny.

http://www.tgdmb.com/viewtopic.php?t=50073


Monday, October 17, 2011

Artpacks

It looks like you guys need the artpacks installed too. I have to be careful to let you all know what I've put in otherwise the artwork will come up as a question mark. You have to manually put them in the correct folders (might not matter for you guys unless you want to find them later) of the BGs folder you all have. The first two I put in Artpacks and the second two in Figures.
So far I have put in

file://localhost/Users/nick/Desktop/Indoor%20Map%20Tiles%20Pack.cxt
file://localhost/Users/nick/Desktop/Outdoor%20Map%20Tiles%20Pack.cxt
file://localhost/Users/nick/Desktop/Vry's%20Monster%20Tokens.cxt
file://localhost/Users/nick/Desktop/TP16NCharactersHR/


Hrüg

The feel of soft flesh bending under one's fists, the acrid scent of blood that's been freshly released from its bodily confines, the satisfying crack of snapped bones singing in one's ears... These are all sensations that give me a great deal of pleasure, but they are not the whole of me.

I hail from the monastery on Mt. Tolthor, deep in the dusty Central Mountains. There I learned that pain given and pain received are one and the same, and I gloried in both. We were a small group in my early years, but we did grow, and under the watchful eyes of our masters we trainees acquired prowess in physical combat tempered by a strict regimen of mental discipline. It was the latter that our masters prioritized, but it was the former that came most naturally to me.

Many years into my training I learned what I was, the circumstances of my accidental discovery by one of our order, and why my fellow trainees tended to shy away from me. All of this motivated me to push myself even harder, which I suspect was the intended effect of my being taught these details. If my comrades would not give me their respect then I would it take it from them, grudgingly or not. And this I did.

I am a monk of the Order of Tolthor now, and I serve no god nor mortal. All in the Ten Planes is linked into a single whole, and all flows through that whole in a continuous cycle of change. I stand here as I am now, but I tell you that the death of this form will only spur the birth of another. Destruction and creation are one and the same, and chaos is just as necessary as order. I champion neither, nor even the balance between them. I have been sent by my Order to wander the lands, walking the path I have been taught and teaching it to others who may want to learn. In time I will return to my temple and report on what I have learned, but for now I am content to travel with you. My name is Hrüg, and I thank you for the opportunity to take and give lives together.

Saturday, October 15, 2011

I need a new bag.

This one looks pretty good:

http://www.thinkgeek.com/computing/bags/aaa5/?cpg=froogle

Veddek


Once, I served Skerrit, God of centaurs, Lord of woodlands and community. A god of peace. We, his people, lived a tranquil existence, one with the nature around us. When I was small. When days were bright and my young eyes saw nothing in the world but sun and rain and seasons growing one into the other. This was life. And I served Skerrit then. But no longer.

On the eve of the Equus Moon in my ninth year, we centaurs were holding our most sacred of festivals. As we danced and sang and sought to catch a glimpse of Skerrit as he galloped across the skies, the forces of Duke Larrion descended upon our forests in the thousands. Deep in our revelry they caught us completely unawares. The human soldiers were in among us, killing warriors, capturing women and children. My mother and I were taken back to the Duke's keep with all the rest. We were separated, I being penned in with the rest of the young males. I didn't know then where they took her.

We were fed and bathed, but no one spoke to us or told us anything. Some of us fought against the guards or tried to rally the others to attempt escape. These were taken away and did not return. Once a day we were led from our pen out into a central courtyard and made to run by knights on horseback while fancy-dressed nobleman watched from the battlements. After running to the brink of exhaustion, we were put back in our cage.

For that first month, this became our routine, with never a word from our captors. We began to wonder what would happen to us. We wondered why they kept us and made us run. Worst of all, we began to forget what life had been before our capture.

Then a day came when we were led out into the courtyard. A large number of unfamiliar centaurs was already there, and we were placed in ranks next to them. We totaled about 150. Then the duke came out riding a massive black warhorse. He began to address us. He told us how strong we were. How magnificent and beautiful. He told us that we were the envy of all his knights. And then he announced that he wanted to give us a bit of entertainment after our long stay.

For our benefit, he had set up a jousting tournament. We watched as seven armor-clad knights rode into the courtyard. The first pair entered the lists, charged at each other, and both managed to miss.

The duke booed loudly and called to us "You see how clumsy these fools are?" He called for the next pair. They too charged down the lists, lances aimed at the other. This time one knight's lance smashed against the shield of the other, knocking him from his horse.

The duke called out again, " Good--but sloppy! You see how nearly he fell himself?"

The third group entered the lists. This time both lances glanced off shields, and the two knights remained mounted.

"Pathetic!" called the duke. "Bring out Kerred!"

We watched as the final knight, clad in green, entered his end of the list, but it seemed that there was no opponent. And then the great door beneath the keep opened and a knight came riding out. Encased in black armor and easily eight feet tall, he was a centaur. This was Kerred.

He took his place opposite the green knight and with the drop of the duke's kerchief, the two charged down the line. Kerred's lance fluidly settled into attack position. The green knight too lowered his lance with perfect aim. It seemed the two would be evenly matched. But as they neared one another, Kerred juked to the right and then slid in past the green knight's lance to plunge his own straight through the breastplate of his opponent. The force of the impact wrenched the green knight from his mount with Kerred's lance extending from his back. The centaur carried the impaled knight for several strides before dropping the lance, letting it fall to the dirt with its new owner.

He finished his charge with a long slow loop bringing him to face our host, no few of whom had taken up an exultant cheer.

"Centaurs!" called out the duke in a voice ringing across the courtyard. The cheers were silenced. "Centaurs," he continued, "are the greatest cavalry to ever live!" With this Kerred let out a triumphant bellow and began banging on his shield. I could not help joining in as the youths around me began to cheer.

"It is time to fulfill your destiny!" screamed the duke, and we, oblivious to what lay in store, cheered all the louder.

Thus begun our "training." In a practical sense, it was proper training. We practiced with the lance, the sword, the bow. We learned the charge and studied advanced martial tactics. But in a more subtle sense, our true training, was the slow takeover of our hearts and minds. Taken out of our native culture before we could fully understand it, the duke and his sergeants indoctrinated us into becoming mindless soldiers. We lived for combat. We were weapons. And few were more deadly than I.

In the years following I proved myself to be among the most martially talented of my brethren, and was soon placed in a position of leadership. Our first major battle was against a rival duke: Larrion had royal aspirations, and this was one of his last obstacles.

We rode through the enemy host like scythes through wheat. The destructive power of our cavalry was such that very few of us were even killed. We gloried in our strength. And the duke began his final consolidation of power.

It was shortly after this, when I was full of my own success and prowess, that I met Rath, the cleric of St. Cuthbert who would become my salvation. He came to me with news that my mother was alive and seeking for me. The cleric passed me a small symbol of Skerrit that she had always treasured. He told me that while we had been training for battle, our mothers and sisters had been bred like common livestock, producing a horde of Kerred's offspring, destined to fill the ranks of Larrion's armies.

I became incensed and vowed to kill everyone who had harmed my mother. But Rath bade me be silent and made me realize the futility of such an action in my current position. He told me to wait for the proper time, and then he left.

Several nights later, I woke to the cleric shaking me and warning me to keep silent. He led me through the darkened castle and out a side gate. We rode through the night until we were out of sight of the castle, and there we rested. Rath told me that upon hearing that I was alive and had become one of the duke's soldiers, my mother had risen up against her captors and tried to break free. In a violent struggle with her guards, she found herself spitted on no more than four spears. She was not long in dying. Knowing how my reaction would be, the cleric secreted me out of the castle.

"Why would you help me?" I asked him. "What does any of this have to do with you?"

He told me that once the duke had been a lawful and fair-minded ruler, but that the lust for power had warped his mind. The cleric had slowly been gathering strength to overcome him, but his position had been compromised. His only choice was to leave.

"And that's where we can help each other" he told me. So began my training as a hand of St. Cuthbert, the law-bringer. I have become that law. Justice comes in the tip of my lance, recognizing neither good nor evil, but seeking out wickedness wherever it resides. Retribution is at hand.

New PC

Hrug (where can I find umlauts?) looks like a kick ass character. You're obviously abreast of the rules if you have a PC with healthy saves, especially a Reflex of 17, and a full attack of 16/16/11 all at 9th level (everyone please note character wealth is just as important as any ability/feat, etc.) I'm impressed. He looks like he'll fare better than your previous monk... ;) (sorry couldn't help myself)
What I'm also interested in from a DM and story point of view is; what are his motives for action of any kind? He seeks to redress an imbalance in his inner spirit, he pursues enlightenment or he just wishes to test his mettle?
I think motives (of action?) should be a standard character entry. I realise it's possibly a private/secret issue but from a DM standpoint it allows me to better prepare for PC story commitment and most importantly fun. I put it to the vote.

Friday, October 14, 2011

From phone from Mavramorn


"never realized fighters clerics and sorcerers cant train spot and listen. seems pretty stupid that something naturally available to any character would be class-bound.
what does pathfinder say?
a 10th level fighter wouldnt make a very good guard eh?"
You have a point here. He could still have decent perception if he spent double the skill points. I think the idea is to limit one class to make others without the limitation have more to do...? Eg. we need a rogue to search/disarm/scout and watch our backs

Class Skills

The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge(dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim(Str).


As you can see Pathfinder doesn't allow Perception for a fighter but strangely allows Survival. mmm how does everyone vote? allow Fighters (and therefore Paladins? Clerics, Wizards and Sorcerers I think not) access to Perception as a class skill?

Thursday, October 13, 2011

Nick's Ideas (copied from comments)

Ongoing spells and effects should be typed in the chat for the record in the event they are not heard etc. Then I can place them on the PC condition chart. I think retroactive actions should not be allowed. For example if someone (and the DM) forgets they have a buffer and an action has occurred then it's too bad. Just call it an anomaly with the magic etc. Might be less of an issue with BGs.
also I think we need a system for better communication. 3 hours play should be concentrated so banter at a minimum. Cross talk is sometimes pretty difficult with 6 people. Possibly play turn based. We respond in order with only the occasional out of order play for warnings etc. also let's all keep an eye on what we do to amuse ourselves out of combat. I enjoy most of the 'wineing and dining' but others are palpably frustrated.

Monday, October 3, 2011

Just a little humor

Game Synopsis

After trying various ploys to get beyond the chapel area, including Donzabel summoning and sending a tiny viper through the slot beneath the wedge of stone, Aleska polymorphing as a fly and going through the same slot, Shine sending his Shadow through the orange luminescent arch of mist, only to sense its death not long after; Aleska, finally harnessing his superior intellect in connection with Acererak's poem, placed a ring into the slot and the great stone wedge was activated down to allow egress east from the chapel. From here three jammed doors and three pits were heroically, if not recklessly, negotiated by Madak with great strength and agility. Shine found a secret door in the bottom of the third pit which lead deeper down some stairs to a magically webbed hallway. Aleska burnt away the webs with his coloured candles which revealed a roiling pale white cloud beyond. Fearing a trap, Aleska then sent Sylvester through the cloud but no discernible results were deduced from his mechanical lion's return. After declining to send Gorak into the cloud Donzabel finally volunteered his services and poked a finger into the roiling mass. This immediately induced a chilling panic and he fled from the cloud as fast his encumbered state would allow. Luckily Madak was on hand to grapple him and his mad flight has been checked. Aleska contemplates a dispel magic on the panic cloud. Shine hides ready for action. Prolth is nonplussed by the situation.
Nick Yo: Behind the wooden railing is an opalescent

blue
altar, which is set before a tiered dais that supports
a well-carved and padded wooden chair. Two large
brass candelabra, each holding five white candles,
stand on either side of the dais. Two large white
pottery urns, each stoppered with brass, sit in each
corner. A human skeleton wearing badly rusted
and torn black chainmail lies dead in the southwestern
portion of the room, one outstretched
arm seeming to point into a mist-filled arch on the
southern end of the west chapel wall.

Silver in pews - M4 - now in Shine's handy haversack -

4,000sp
next pew has gold - L4 - now in Shine's handy

haversack - 2000gp
I4 pew - 500gp - now in Shine's handy haversack
G4 pew - trapped - disarmed by Prolth - empty
G10 pew - trapped with gas - empty
J10 pew - 2000gp in Shine's handy haversack
L10 - 500gp
M10 pew - 4000sp

The Slot
search by Prolth - some kind of egress/portal
detect magic - reveals very powerful anti-magic spell

- Abjuration of overwhelming aura - on the stone wedge

and the slot is underneath the wedge.
we send a snake through - it doesn't see anything.
then send snake into portal arch - it disappears.

Probaby died immediately!
The archway has glowing orange mist.Beyond the mist is

a 10foot chamber (revealed by gem of seeing)
I teleport into a fly and go through slot - it opens

into a small 6" x 6" chamber. Shine sends his shadow

through the glowing orange archway but didn't come

back, and didn't die.
Shine says it needs something magical - I suggest we

take Slyvester's ring of prot +1 and put it through

the slot. The slot grinds down and opens out into a

landing and stairs down.
Shine's shadow died.
We start moving down the stairs, searching each 5'

square. It leads into a corridor that after about 40.

The door is not locked but seems a little stuck -

Maddock forces the door open, and topples into a 10'

deep pit. feet ends a wooden door, and the corridor

continues after for another 10' then ends in a door.We

take the first door off it's hinges and lay it across

the pit.We decide to just jump across. The next door is jammed.

Orange Luminescent Arch of Mist