History tells us about the might of the gods, about how they guide us, bring us to glory, or to ruin us. Everything is dependent on them, whether it be to learn about the world around us, or to receive knowledge and blessings, or for moral comfort, they are there as our support...and we, in turn, are their followers. Calling upon the might of the gods, cities sprung up, each devoted to a deity, from the great and magnificant Conscientia, the capital city of the followers of Ioun, and their wonderous libraries and wizard towers, to the shining city of Luxina, and the strong steel walls of law and order, and the popes of each city lead them to era of prosperity. Fighting between towns that worship good and evil gods used to be frequent, but are now scarce, though tensions remain. Towns that worship no specific god are small and dwindling, and often have to fend off other cities that are greedy for more.
However, times are starting to change. Divine magic is starting to fail. Clerics all over the world are starting to become desperate and Popes are trying to hide the truth and quiet the rumours and trying to solve the problem.
To the rest of the world, nothing of this is known...yet. But this could change very quickly.
Rituals that only affect the caster has a 5 round casting time.
Rituals that affect the party or an object have a 1 minute casting time.
Rituals that affect a small area or multiple objects have a 5 minute casting time.
Rituals that affect a large area (including transportation, divination or scrying has a 10 minute casting time.
The ritual caster may choose to spend a healing surge to speed up the ritual by one fifth. However, any checks made have a -2 penalty. The ritual cannot be decreased beyond 5 round casting time. (From Sageowl, link broken)
Boss fights may consist of several parts, of which they could disengage halfway. So, save those daily powers when fighting bosses.
Post to show your character's speech color and to alert me to the fact that you're still alive
Not yet. For one, you are currently in the church with the pope. Second, it is late at night. You'll be hard pressed to find anyone to talk to at this hour...maybe except at the central library.
The pope is actually waiting for a response, as he can arrange transport to Diimopheus if you want to.
It's actually very easy to find followers of Vecna; they have their own capital city (which you can ask the pope for transport there too), but to seek them in Conscientia could be a bit of a challenge (not saying if its impossible or not).
Been out of power till now, sorry. I didn't mean to make it seem like I thought going to Diimopheus was a bad idea, I just wanted to keep our options open. I vote Diimopheus, and if we happen to get a chance to, look for some Vecna-heads.
To do a dice roll, just type, for example, [roll]1d20[/roll], without the bold. If you want to add a modifier, do something like this [roll]1d12+2[/roll].
Oh boy! Random encounter!
You do not need to roll initiative for this battle. The players move first, and this is a common tactic for Pbp games; when players' initiatives are next to each other, either one can go first. For example, if Ildu and Leewei rolled a 10 and an 12 for intiative, and there's no monsters with either a 10, 11 or 12 for intiative, Ildu doesn't have to go first. Leewei can go first instead. This usually speeds up combat.
Such as it is, since everyone's turn is together, anyone can go in any order. Then, the monsters will go.
Hope no one minds that I was the first one to definitively attack. These guys just didn't seem like the negotiating type. It looks like a big whiff though. Well, I can bluff and say it was a warning shot.
KM: The weakest of the kobolds, these small natural humanoid minions are often the lowest caste of kobold society. They are barely trained in Javelin usage, if at all, as they are usually cannon folder.
KD: The Kobold Dragonshield is a small natural humanoid soldier and are the guards of other kobolds. They aren't as easy to take down as their minion counterparts, and usually serve as protectors of the leaders of their hunting group.
KS: Kobolds usually don't use bows, but they do use slings. The Kobold Slinger is a small natural humanoid artillery which can be quite a nusiance with flinging their stones at you.
KW: The kobold wyrmpriest on the rock, this small natural humanoid artillery (leader) often serves as the leader of hunting groups. In human societies, they can be seen as the knowledgable priest or witch leading the barbarians to victory with their intellect.
Passive Insight: They seem to be intent on robbing your party...or just killing you for sport. It's hard to tell with all the bloodlust in their eyes.