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PostPosted: Fri Jun 12, 2015 1:18 am 
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So, apparently I have dropped by to run a module. So, here's the sign up for it. I haven't read through the adventure yet, but I assume that it will be designed for an average party of four to six players, so six will be my maximum for this game.

I would prefer using a site like myth-weavers for character sheets so it's easy to save and view as necessary. That and uniform character sheets saves on confusion while looking things up mid game.

Character Creation: Level 2 characters

So, whose in?

Players

felbatista - Kitar
Spoiler

Garren_Windspear - Iados
Spoiler

DS - Obed Olmstead
Spoiler

RPJesus - Luka von Stipplewitz
Spoiler

FallenDevil - Dev Remming
Spoiler

storyteller - Hexion
Spoiler


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DS
RPJesus
felbatista
Garren_Windspear

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[Johnny's Quest] October 12 - 18: Cloudstone Curio


Last edited by squinty_eyes on Sun Oct 04, 2015 8:35 pm, edited 14 times in total.

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PostPosted: Fri Jun 12, 2015 1:45 am 
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Welcome back Squinty!

I'm in. I have so many things I want to play in 5ed... First question: that new birdfolk race (Aarakocra?), allowed or not?

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PostPosted: Fri Jun 12, 2015 1:53 am 
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I really don't know the 5E rules, and DS has said they will assist me in that aspect. (honestly, I'm going to basically be a puppet to the book) With that said, I will allow anything that WoTC has put out if you can site it. Now, I assume the birdfolk have the ability to fly, and that the question would be if that's okay for the module. I will say this:

Yes, you can be Aarakocra, but I may be limiting your ability to fly during times that would break the module. If you want to go for it, I will be imposing a bit of will over your character when it takes flight on how far it's able to go, and I'd request you'd be willing to go along with it within reason. If that's alright, go for it.

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PostPosted: Fri Jun 12, 2015 9:37 am 
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Eh sure why not? No idea what I'll play yet but hey that gives me something to do while I'm at work. Consider this a 'I am interested in this game' type post.

Any chance we can get a line or two about how the party will meet? Tavern, hired as mercs, guards pulled into something much bigger? It's just so I have a starting point to work from.

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PostPosted: Fri Jun 12, 2015 10:25 am 
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I'm also in the business for information about the campaign, but more surrounding what it's about. What are some reasonable motivations to have?

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PostPosted: Fri Jun 12, 2015 11:31 am 
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I can help here since I read through like the background stuff, avoiding spoilers except for the obvious (i.e., there are cults of elemental evil out there).

The book encourages players to each choose one of almost two dozen adventure hooks as personal quests and one of five factions to align with. I can post these, if people want.

@squinty_eyes: One thing to note is that part of the appeal of Princes of the Apocalypse is that it is more open-ended than linear; it is not just a straightforward campaign but a sandbox with multiple things going on at once.

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PostPosted: Fri Jun 12, 2015 2:52 pm 
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I really don't know the 5E rules, and DS has said they will assist me in that aspect. (honestly, I'm going to basically be a puppet to the book) With that said, I will allow anything that WoTC has put out if you can site it. Now, I assume the birdfolk have the ability to fly, and that the question would be if that's okay for the module. I will say this:

Yes, you can be Aarakocra, but I may be limiting your ability to fly during times that would break the module. If you want to go for it, I will be imposing a bit of will over your character when it takes flight on how far it's able to go, and I'd request you'd be willing to go along with it within reason. If that's alright, go for it.

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The Aarakocra come from the Elemental Evil Player's Companion, which was released alongside the module you'll be running (very fitting, I would say), and you can officially download it here. I asked if they are allowed only because they aren't in the Adventurer's League, but since that's not going to be a concern, I assume, I think I'm good.

I have most of my character set up already. I'll make the sheet when I get the time in a day or so. I'm making an Aarakocra Ranger.

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PostPosted: Sat Jun 13, 2015 12:31 pm 
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Mown wrote:
I'm also in the business for information about the campaign, but more surrounding what it's about. What are some reasonable motivations to have?

To be honest, just got the book and haven't fully read through the intros as of yet. I was quite busy yesterday. As far as all that goes, though, as DS mentioned, there are a lot of different hooks and the like, so we should be able to all either agree on one or be able to hook each character into the same area for whatever reason.

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PostPosted: Sat Jun 13, 2015 12:32 pm 
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DS wrote:
The book encourages players to each choose one of almost two dozen adventure hooks as personal quests and one of five factions to align with. I can post these, if people want.

Go for it if you like, and if it would assist players in generating their characters.

~SE++

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PostPosted: Sun Jun 14, 2015 9:05 pm 
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I would be interested in this, and if possible I'd like to give my Aasimar Bard another shot (Aasimar isn't technically one of the races last time I checked, but they use it as an example of a custom race in the DMG, so it's statted out and such).

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PostPosted: Sun Jun 14, 2015 9:33 pm 
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All technical questions could be answered with a simple question: Would you as the DM allow it in your game?

If you would, I say you can try for it. I will require a small write up of the race chosen assuming it's not one of the usual Human, Elf, Orc, Dwarf, etc. races. Honestly, I'm quite alright with you guys getting all your silly ideas out during this game, just so long as you build your characters to survive as well. That's basically all I ask for character creation.

With the inclusion of RPJesus, we have four confirmed players and one Mown who had some questions that I probably didn't adequately answer. So, we certainly have a pretty full party as it stands. I do have one request for character creation that you may feel completely free to ignore: Don't feel you should generate characters that fill role gaps in the group. Build characters you want to play.

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PostPosted: Mon Jun 15, 2015 3:01 pm 
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Here's my sheet: Kitar, Aarakocra Ranger.

I'm just missing background stuff. I already have a rough idea of it, but I'll wait to see the hooks and factions to settle on something.

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PostPosted: Mon Jun 15, 2015 8:02 pm 
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All technical questions could be answered with a simple question: Would you as the DM allow it in your game?

That's a dangerous precedent to set given my lax DMing style (Once had the party fight a tonberry :P), but coolio. Incidentally, I can also be tapped as a resource for rules issues if you want.

Still need to do a write-up for Aasimar (But TLDR: the celestial version of Tieflings) and maybe hammer out a few things, but think I'm mostly done: Luka, the Aasimar Bard

How did you wanna handle HP above level 1?

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Last edited by RPJesus on Tue Jun 16, 2015 9:17 pm, edited 1 time in total.

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PostPosted: Tue Jun 16, 2015 8:30 am 
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RPJesus wrote:
Incidentally, I can also be tapped as a resource for rules issues if you want.

...

How did you wanna handle HP above level 1?

Awesome, I will be relying on you guys for the technical stuffs.

What are my options for HP above level 1?

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PostPosted: Tue Jun 16, 2015 9:13 am 
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I haven't looked too much at 5E, but I guess it would be die roll or average (+0.5).

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PostPosted: Tue Jun 16, 2015 9:33 am 
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Mown wrote:
I haven't looked too much at 5E, but I guess it would be die roll or average (+0.5).


It's actually either a roll or half +1. So Barbarians (at d12) get 7, Bards and Clerics (at d8) get 5 etc etc. Obviously you add your Con modifier regardless of which method you decide to use.

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PostPosted: Tue Jun 16, 2015 9:38 am 
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So, usually in my Pathfinder games, I give my players full HP. I'm willing to go with that since this is going to be a fairly long campaign.

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PostPosted: Tue Jun 16, 2015 9:44 am 
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Mown wrote:
I haven't looked too much at 5E, but I guess it would be die roll or average (+0.5).


It's actually either a roll or half +1. So Barbarians (at d12) get 7, Bards and Clerics (at d8) get 5 etc etc. Obviously you add your Con modifier regardless of which method you decide to use.

Half +1 and Average +0.5 result in the same number you know. The average of a d12 is 6.5, and of a d8 is 4.5.
I'm a little surprised that they made the non-random option statistically superior.

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PostPosted: Tue Jun 16, 2015 9:53 am 
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True enough but the standard rule with D&D is to round down in the case of fractions so it's still worth noting. And yeah it is weird they worked it like that. With lower hit point classes especially it's almost always worth just taking the average.

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PostPosted: Tue Jun 16, 2015 9:57 am 
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Okay, so you guys are supposed to pick out an adventure hook as well as a faction to join for this adventure as well. Here they are.

Adventure Hooks:

Spoiler


Factions:

Spoiler


~SE++

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