The Master of Heresy

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Organized Play Member. 1,031 posts (17,230 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters. 42 aliases.


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Bump for Garethane...

"Well it's gonna take me the better part of a week to make that much alchemist fire, but it'll get done." Bokken says. "Anything else I can do for ya?"


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Don't believe you've missed any treasure splits. Don't think any of the items not attributed to a particular character have been sold, so you certainly have some cash as a party.

"Well if it's standard alchemist's fire yer wantin', I can whip up as many as fifty of those with what I have on hand. Cost ya 20 gold each...although if yer buying enough, I could probably give ya bulk discount."


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Garethane:

Trying to put the grizzly sight of Vesket's fate out of your mind, you continue southwest, lagging behind swath of destruction left by the trolls and ultimately flying some 20-25 miles southwest of the lizard folk village.

Much to your chagrin, it would seem Jubilost's commentary about a Troll camp in this area was a bit understated. You arrive just in time to see a pair of trolls entering what appears to be a stone outpost built into the hillside. The outpost itself would appear to be of dwarven make and very, very old.

Realizing that it would be nothing less than suicidal folly to try and pursue this any further by yourself, you turn tail and return to Elkmark as fast as your wings will carry you.

Elkmark

Celeste and Kesten do their best to martial the forces of Elkmark and have them on high alert, ready to defend Elkmark should the trolls come this far. For his part Jhod stays in the village rather than return to the Temple of the Elk, ready to lend a hand in any way he can.

The majority of the Council is gathering the necessary things for a trip north to at least Bokken's and Oleg's and just about begin their journey when the falcon lands on the ground near them and takes the shape of Garethane again. There is a distinct look of worry on the elf hunter's face.


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Goblin Caves Side View | Lost City Map | Roll20 Maps

The pair of fox-masked individuals nod, before slipping out of the room through the way you had entered.

Mosaic 11: The deaths of King Alexander and Queen Zenobia and their subsequent burial within the pyramid.

Mosaic 12: The worship of the old gods, Gorm, Usumigaras, and Madarua is replaced by the worship of a large humanoid with many tentacles.

Mosaic 13: Life becomes a year-round carnival for the Cynidiceans. All Cynidiceans are now masked.

Mosaic 14: The Cynidiceans meet a barbaric, golden-haired people.

"Mosaic" 15: The final picture is not a mosaic, but more of a crudely painted sketch that shows the barbaric tribesme looting Cynidicea.

There is more room on the walls for more mosaics, but the space is blank.

Approaching the large double doors, you inspect them before attempting to open them, only to find them all but immovable.

Searching around the chamber for anything else of note, you find a well concealed trapdoor in the floor.

What would you like to do?


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Goblin Caves Side View | Lost City Map | Roll20 Maps

The two fox-masked individuals take a step back from the seemingly mad gnome.

Looking to the others, the female asks, "Who is your friend talking to?"

Mosaic 6: The stone city of Cynidecia is built on the site on which the village once stood.

Mosaic 7: Scenes of the splendor of the kingdom at its height.

Mosaic 8: The births of King Alexander and Queen Zenobia.

Mosaic 9: The great pyramid is built.

Mosaic 10: Slave digging under the pyramid uncover the foundations of a prehistoric temple.


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Garethane leaves for his scouting mission while the others consider their options of who to seek out in their nascent village.

After a brief discussion, you determine that while there are a couple of smiths in town, they are more suited to crafting domestic and farming goods rather than weapons.

While Azen's thought is a good one, any glasswork in the village is still imported from Restov or beyond, without a glassworks or even a simple glassblower having taken up residence in the town.

Hathor, one the leader of a small band of woodsmen and hunters who have taken up residence in the town do not report any signs of troll activity within the radius of Elkmark that the band frequents to bring back fresh meat and hides. Typically no more than two or three days journey from Elkmark - and given that they are typically hunting, that is a significantly shorter distance than if they were simply traveling.

One thing the council seems to agree on - this should not be taken lightly, nor without proper preparations being made prior to setting off for dealing with these trolls.

A trip to Bokken's? Back to Oleg's? Maybe even as far as Restov if you think that is needed for your preparations. Side note: when you met Jubilost at the river, he did mark the location of a "Troll Camp" some 50-60 miles southwest of Elkmark.

Garethane's Scouting:

You headout toward the lizard folk village, when you arrive in the area you see huts collapsed, walls broken down, and blood and bones scattered throughout the dryer parts of the destroyed village. A closer inspection reveals no signs of life remaining, and one truly identifiable remain, would be Vesket's head stuck to the top of a makeshift spear.

Continuing you search further out, you see obvious signs of upto a dozen large humanoids, obviously laden with spoils of "war" heading southwest.


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Goblin Caves Side View | Lost City Map | Roll20 Maps

Nothing comes to Cayde's mind as it pertains to the Cynidiceans in yellow nor the fox masked pair in the other room, although that could be to his perusal of mosaics in the current chamber

Mosaic 1: A tribe of squat, heavy-browed humans weilding crude stone weapons worship a lizard headed god.

Mosaic 2: A band of tall, black-haired humans battle the humanoids and take over their hunting ground.

Mosaic 3: A village rises over the scene of the battle. In the arid lands around the village are fields of grain and vast herds of cattle and sheep.

Mosaic 4: A great leader arises in time of need and gathers the villagers into an army that destroys the an enemy army of snake-headed humanoids.

Mosaic 5: The victorius leader is crowned king, thus founding the line of the rulers of Cynidecia.

Tek, approaches the fox-masked pair again, and with nothing resembling kind words for Zargon nor his followers tries to goad the pair into revealing themselves as Zargonites, if they are.

The two look at each other (quizzically? it's hard to tell from behind the masks) before asking, "Who's Darius?"

Insight DC 12:
By all tells, they really do not know who Darius is.


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Locations and NPCs

Go onto YouTube and look up "Lore by Night". Good series of videos on the lore of V:tM.

If podcasts are more your thing, there's the 25 years of Vampire: the Masquerade podcast, but those are more dives into the individual books from the line.


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Locations and NPCs
Calliope Marchette wrote:
Chalk some of Calliope's ignorance on the Lasombra up to my own ignorance too, lol. Catching up with a lot of the lore of VtM is a little daunting, but I'm trying!

What? It's mot like there's 30 years worth of metaplot and lore to catch up on or anything like that. ;)

On a more serious note, don't feel like you have to unless you want to. Your character is a neonate, so Calliope wouldn't necessarily know everything about the different Clans, particularly the ones from outside the Camarilla bubble.

Edwin:
Perfectly fine as long as you scream "Oh the horror, oh the beast within!" and act all emo for a month's worth of posts when you do inadvertently/on purpose kill her. :D


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I must admit, a more traditional version of the T1-4 (Village of Hommlet / The Temple of Elemental Evil) is appealing and likely difficult enough without all of the extra hinderances.

Side note: Goodman Games did a conversion/expansion of ToEE as part of their Original Adventures Reincarnated series.


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Still here, still need to piece the sheet together.


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Greenbelt Map Roll20 Link

Enjoy your trip! Travel safe.


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Goblin Caves Side View | Lost City Map | Roll20 Maps

"Leave out of here and take a left and then a right. You'll go into a big room, gods only knows what is in there this time of day, make another left into another big room that will lead you to the exit of the pyramid and into the city proper." the boar masked Cynidecian says.


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Locations and NPCs

RE: Blood Bond

One drink (three is the requirement, on different nights) will not be enough to enthall Tyler and Delia. Given Delia's desire for Jack already, she will certainly be more susceptible to Jack's commands, but it won't be the bond quite yet.

Each time you feed Tyler or Delia to form the bond will require a rouse roll.

To maintain the bond, feedings must be done regularly. (i.e. after the bond is formed, a feeding must be done once every three months, lest the bond be lessed by a degree - @3 mo, 6 mo, & 9 mo. If no feeding has occurred between the initial establishment of the bond and one year and one day, the bond is completely broken.

Once the bond is complete, the thrall will officially become a ghoul and cease to age as long as they have vampiric vitae in their system. They will also gain one level in a discipline that their domitor has and heal twice as fast as a normal human.


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Doing okay, just a bit slow to get outside things done with the startup of work for the year.


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Greenbelt Map Roll20 Link

Azen reaches down to pluck the ring and the four faces seem to inhale deeply, then breathe out black tendrils of mist.

I need DC 19 Fortitude Saves from Azen and Tove on a failure you are exhausted. If you succeed you are only fatigued.


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Locations and NPCs

Basically on a messy critical, you fully succeed at what you are trying to do, but the beast gets a little over-zealous, meaning that the act causes one of the following:

- Acts causing Humanity Stains
- Masquerade Breaches
- Compulsions

Compulsions could be any of the following (or more):

Sample Compulsions
Hunger
The vampire will do whatever it takes to slake their hunger, any action taken that does immediately lead to obtaining blood suffers a two-dice penalty. This ends when the vampire slakes at least 1 Hunger level.[1]

Dominance
The vampire's next action is a competition and they desire to gloat in the face of someone they beat. During this time they are unable to utilize teamwork or any actions taken not leading to gloating, establishing dominance or challenging authority at a two-dice penalty. This ends when they have beaten someone in some way and gloated over it.

Harm
The vampire desires to inflict harm, be it social, mental or physical harm. Any actions not immediately resulting in someone else's pain, the vampire suffers a two-dice penalty. This ends once they have driven away, incapacitates or destroys a target. If the target is an object rather than a person, it must hold serious value to someone.

Paranoia
The vampire becomes overwhelmed with fearful paranoia, looking to disengage from a threat or suspecting anyone near them. Any action not taken to getting them somewhere safe suffers a two-dice penalty. This ends when they have spent roughly an hour in a safe place.

Clan Compulsions
Banu Haqim
Judgement - Urged to punish a wrongdoer, the vampire must slake one Hunger from anyone that acts against their own Convictions. Failing to do so results in a three-dice penalty to all rolls until the Compulsion is satisfied or the scene ends. Should the victim be a vampire, the Bane applies.

Brujah
Rebellion - The Brujah craves to take a stance against those who represent the status quo. This does not relent until they have gone against orders, expectations, or changed someone's mind. During this Compulsion, they suffer a -2 to dice all pools.

Gangrel
Feral Impulses - Unleash the animal hidden in their Blood. This urges the Gangrel to regress into an animalistic state where speech becomes difficult, clothes become too constrictive and arguments and best settled with claws and teeth. For one scene the Gangrel suffers a -3 dice penalty to all rolls involving Manipulation and Intelligence as they are only able to speak one word sentences during this Compulsion.

Caitiff
Caitiffs do not have a clan Compulsion.

Hecata
Morbidity - The vampire must move something from life to death or vice versa, any action not taken to end or resurrect something suffers a two-dice penalty. The subject does not have to be a living thing and can instead be an object or more abstract such as ideas or conversation points. This Compulsion lasts until their manage to kill or return something to life.

Lasombra
Ruthlessness - The next time the vampire fails an action they receive a two-dice penalty to all rolls until a future attempt at the same action succeeds. This penalty applies to future attempts of the same action still.

Malkavian
Delusion - Whether it's figments of their imagination or extrasensory perception of the truths. For one scene, the Malkavian suffers a 2 dice penalty to rolls involving Dexterity, Manipulation, Composure, and Wits. As well as rolls to resist terror Frenzy.

The Ministry
Transgression - The Minister suffers a burning desire to influence those around them to shatter the chains of their own making. They suffer a two-dice penalty to all dice pools that do not relate to enticing someone or themselves to break a Chronicle or personal Conviction. The Compulsion ends once the Minister causes someone, or themselves, at least one stain.

Nosferatu
Cryptophilia - Consumed by a hunger for private secrets, the Nosferatu seeks to obtain knowledge no matter big or small as long as it's not a well-known bit of information. During this, they also refuse to give up their secrets except in strict trade for something greater than their own. Any action not actively working towards gaining them a secret they take a two-dice penalty. This Compulsion does not end till they learn a secret they deem to be useful, sharing this secret is entirely optional.

Ravnos
Tempting Fate - When faced with their next problem, the Daredevil must attempt the solution with the most dangerous or daring of actions, anything less incurs a two-dice penalty. Context appropriate flashy or risky attempts may even net bonus dice. They are free to convince others to follow them in their actions but may as well go it alone. This Compulsion persists until the problem is solved or further attempts become impossible to accomplish.

Salubri
Affective Empathy - Overwhelmed with empathy for a personal problem of someone else, any action not taken to help the person mitigate the suffering they take a two-dice penalty. This Compulsion continues until the sufferer's burden is eased, a more critical problem arises or the scene ends.

Toreador
Obsession - Utterly obsessed with a single thing, the Toreador cannot speak of anything but that object. Be it a person, a piece of artwork, a blood splatter in the right lighting, or the sunrise itself, they cannot take their attention from it. Any other actions receive a two-dice penalty. This Compulsion lasts until they can no longer perceive the object or the scene ends.

Tremere
Perfectionism - Nothing but the best will satisfy them, anything less than exceptional still instills a profound sense of failure. When afflicted by this, the Warlock suffers a two-dice penalty to all dice pools. The penalty is reduced to one die when actions are being repeated and removed entirely on a second repeat. This does not end till they managed to score a critical win on a Skill roll or the scene ends.

Tzimisce
Covetousness - When afflicted with this compulsion they become obsessed with owning something in the scene, be it an object, or property to a living person. Whatever it is, they must add it to their collection and any action taken not towards this purpose incurs a two-dice penalty. This penalty continues until ownership is established or the object of their desire is unobtainable.

Ventrue
Arrogance - Fueled by the beast and their natural desire for power, the Ventrue must force someone to obey a command given. The order cannot be given through supernatural means such as Dominate. Until they satisfy the requirements, they receive a two-dice penalty for any actions not directly related to leadership.

Thin-blood
Thin-bloods do not suffer from a clan Compulsion.


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Greenbelt Map Roll20 Link

Sorry folks, not feeling particularly creative this evening. Will update tomorrow.


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Goblin Caves Side View | Lost City Map | Roll20 Maps

That is the case.

You are conscious and at 1 HP. I'll get a post up in the game thread shortly.


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Greenbelt Map Roll20 Link

I'll allow an ad hoc trade agreement.


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Goblin Caves Side View | Lost City Map | Roll20 Maps

Darius manages to avoid the sting. The priest turns his attention to the imp in front of him, swinging his flail at the little devil while his spectral flail swings at Tek.

Tek quickly ducks, avoiding the spectral weapon, but Darius lands the most meager of blows on the imp.

al'Adhaa takes 1 damage after resistance is taken into account.

DM Rolls:

Darius Flail @ Imp: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

SW @ Tek: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 2d8 + 3 ⇒ (8, 3) + 3 = 14

Cayde is up to finish out the round. Aethorduil and Emenius need to make death saves, and Tekumbray can post this next round actions.


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Your efforts to calm the villagers about Old Beldame seem to be received with at least lip service to your point of view, which in the grand scheme of things, is really all one can hope for in the short term.

What else would you like to do while home, or are you ready to head out again after a night's rest? If so, where?


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Goblin Caves Side View | Lost City Map | Roll20 Maps
Baheera al-Sah'haar wrote:
GM are you using the 5E optional rule of allowing flanking (giving both flankers advantage on attacks?

Yes. Sorry if I hadn't mentioned it before.


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Locations and NPCs

Calliope - Normally that would be Wits + Awareness, but in this case, I'll give to you, all four on the stage are vampires.

Jack - That's right, toughness is up, but you are one level hungrier than you were previously.

ST Rolls:

Wits + Insight - Brian: 3d10 + 1d10 ⇒ (7, 8, 5) + (7) = 27 (3)
Wits + Insight - Hawk: 4d10 + 2d10 ⇒ (7, 7, 1, 3) + (6, 2) = 26 (3)
Wits + Insight - Cody: 3d10 + 2d10 ⇒ (2, 9, 3) + (5, 3) = 22 (1)
Wits + Insight - Amira: 3d10 + 3d10 ⇒ (8, 5, 9) + (8, 6, 1) = 37 (4)

The woman whispers something in the ear of the miltary man, to which the man responds. "Okay, Hans." he begins with air quotes around the name. "Who exactly you here to see? For us, it's some uppity Chicago b#~&~ who calls herself Maldavis."

Following the question from the military man, from stage left a young african-american woman arrives on stage and says, "Hawk, that's enough. Give them a chance before you go making enemies out of them."

Turning to you, she says, "Forgive Hawk, he's a bit protective of our little slice of misery called Gary. It's not much, but it's ours."

With a grin, she asks, "Now who might you all be, and why have you come to our city?"


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Greenbelt Map Roll20 Link

Garethane's strike is true, dropping the large wolf.

Kalaman is up.


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Rhiannon Wyngarde wrote:

Turning her head, Rhiannon sees Clebeth once again savagely bitten, before managing to perform some magic and vanishing.

'Clever' she thinks, approving of the half-elf's evasive tactic, even as she dashes across the campsite to drive her blade deep into the wolf in tandem with Krezzik.

[dice=+1 Estoc/Prayer/Charge]1d20+10+1+2
[dice=Piercing/magic/Prayer]2d4+3+1

Current AC 20 after charge

That's a potential crit, give me a confirmation roll


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Greenbelt Map Roll20 Link

Out of town on business until Friday. Still intend to post, just will be later in the evening.


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DM Rolls:

AoO Garethane: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

AoO Azen: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

AoO Tove: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

AoO Celebeth: 1d20 + 7 + 4 ⇒ (16) + 7 + 4 = 27
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Will Save: 1d20 + 3 ⇒ (2) + 3 = 5

Both Garethane and Celebeth are savaged by the wolves nearest them as they get to their feet.

Garethane takes 6 damage, Celebeth takes 10 damage.

After getting to their feet, Azen and Garethane each wound their respective wolves, Rhiannon strikes fiercely twice, ending the life of the wolf caught between she and the Baroness of Elkmark.

Celebeth casts her spell, covering the wolf in a fine twinkling dust, based on the creature's reaction, it would seem a significant portion of of the dust got in the wolf's eyes.

Kalaman is up in Round 2.


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Greenbelt Map Roll20 Link

Awakening, Tove utters a quick prayer to Old Deadeye, while Rhiannon keeps her bow trained on the glints of light in the darkness.

A series of low growls surround you as you see five wolves and one particularly large specimen close in on you.

DM Rolls:

Initiative, Azen: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative, Celebeth: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative, Garethane: 1d20 + 6 ⇒ (11) + 6 = 17
Initiative, Kalaman: 1d20 + 9 ⇒ (20) + 9 = 29
Initiative, Rhiannon: 1d20 + 7 ⇒ (5) + 7 = 12
Initiative, Tove: 1d20 + 2 ⇒ (12) + 2 = 14

Initiative, Worgs: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative, Giant, Advanced Worg: 1d20 + 3 ⇒ (19) + 3 = 22

Initiative Order (Bold can post)
Kalaman
Big Wolf
Wolves
Garethane
Azen
Tove
Rhiannon
Celebeth

Rhiannon can let her readied arrow fly. Otherwise, Kalaman is up.


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Locations and NPCs

Chicago is a big place. There is certainly a bit of latitude to make things up.

As far as a map goes, for most places I'm pulling from real world maps of Chicago.


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Greenbelt Map Roll20 Link

Sorry for the delay, while the family visit is done, I seem to have picked up some sort of bug that has me somewhat less than fully functioning.


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Locations and NPCs

Sorry for the delay, while the family visit is done, I seem to have picked up some sort of bug that has me somewhat less than fully functioning.


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Family in town. Posting will be spotty at best until Sunday evening.


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Human Male Investigator (Steel Hound) 2 | HP 17/17 | AC 17 T 13 FF 14 | Fort+2 Ref +5 Will +4 | Initiative +3 | Perception +9 (+10 vs. Traps)| Inspiration 4/4 | Grit 1/1

The Investigator and the Guard:

Knowing the problems inherent in any organization the size of the Korvosan Guard, at least in terms of those who would seek to benefit themselves regardless of whomever else those actions might harm, Gregor nods and begins to speak to Hammond in a hushed tone. "There is a small group, possibly a gang that I have been investigating for a personal matter. It would seem those individuals encountered a pair of Mantis recruits in the alleyway in the Warehouse district who were harassing a pair of locals. The targets of my investigation did what they could to help the locals - their motive unknown to me. While I was watching, I felt a blade at my neck and turned to see an alluring woman, well would be alluring save for the mantis-head mask she was wearing." Gregor explains.

The investigator continues, "She did not give a name, but did refer to the targets of my investigation as 'would-be-heroes'. She claimed to watch a game...a recruitment test of sorts. Outside of that, I do not know why they are here, but they are here nonetheless."


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Azen wrote:
I have to look up what accepting the rage means, but she will accept whatever just so we can get get her back into the fight I think. If Krezzik has a reaction to do that, let's do it. I'll wait until the DM confirms that is okay, but if so, I will take a normal turn.

The save would be at the end of your turn anyway, but with all of the added bonuses, you did manage to save at the end of your round 3 turn.

Tove burns away some of the creature's bulk with a beam of light.

Rhiannon manages to fight off the creature's paralytic poison, but is not able to land a meaningful blow on the tendriculus.

Celebeth still has her round 2 action. Kalaman can make a fort save DC 15 to remove the nauseated condition at the end of his round 3 turn.


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Goblin Caves Side View | Lost City Map | Roll20 Maps

DM Rolls:

Initiative - Aethorduil: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative - Baheera: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative - Cayde: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative - Emenius: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative - Gorn: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative - Tekumbray: 1d20 + 3 ⇒ (19) + 3 = 22

Initiative - Monsters: 1d20 + 0 ⇒ (1) + 0 = 1

Cayde, as subtlety as a barbarian can, sidles up next to one of the "statues" and cleaves deeply into the creature. Only the magic in his blade prevents the blade from being partially deflected by the creature's rocky hide.

Emenius follows up with a solid blast of fire to the creature's chest as both "statues" come to life, brandishing razor sharp claws and fierce fangs.

The rest of the party is up, rolled a 1 for the monster's initiative.


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Greenbelt Map Roll20 Link

Back home, but arrival was quite a bit later than anticipated (Let's hear it for delayed flights). Will resume posting tomorrow.


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After tonight I will be out of the country for a few days and not likely to post again until Wednesday.


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Locations and NPCs
They call him Jack wrote:
I was kind of hoping they might come over after my last post...

Sorry somehow managed to miss a number of posts, including that one. Will update shortly.


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Locations and NPCs

Entirely up to you and how you feel Calliope would handle this. Would she be prone to staying back and letting Jack take the lead or would she be more aggressive about this? If she does take a more active role in the scene is it though physical action? Innuendo? Overt language? Discipline use?

Most scenes in this system are roleplay driven and the dice are there to help (or harm) as the case may be.

Does that make sense?


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Bump for Kalaman. As Krezzik cast remove fear on him.


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Azen wrote:
If that catches Azen before she gets too far and she still has an action, then she'll start singing (inspire courage). If not, no worries.

You should have your action. Celebeth's action was in round 1 any action you would be making is round 2.


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Goblin Caves Side View | Lost City Map | Roll20 Maps

For what it's worth, the Roll20 Account I have allows folks in my games to access Roll20 on mobile devices should you need to.

Cayde rushes in passed Tek and hacks into the multi-tentacled, worm like creature stuck to the ceiling. The creature redirects its tentacles toward the barbarian but misses its strike.

DM Rolls:

Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Initiative Order (Bold may post)
Gorn-Wolf
Baheera
Cayde
Emenius
Tekumbray
Aethorduil

Creature

Party is up.


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Locations and NPCs

Alexander:
Your direct lineage knows a great deal about the city.

Grimm, your sire, is a technological magician, able to utilize his computer skills to find just about anything on any computer.

Grimm's sire, Wauneka, is the eyes and ears of the streets of Chicago.

Wauneka's sire, Cedric Calhoun, is well known for being the man you go to when you have to know something, although it usually comes at a significant cost.

Finally, there is Khalid, Cedric's Sire, and the Nosferatu Primogen councilor - if anyone is to know what this Elysium is about, it would be Khalid - but geeting an audience with him has become difficult these nights.

Rather than continue to potentially get themselves into trouble at the Succubus Club, Calliope, K, and Jack call up an Uber - after discovering the car K had previously swiped was not where he had left it. Some thirty minutes later, you are at the front door of your coterie's communal haven.


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Morning arrives and The Arrow sits in water on the banks of the Tuskwater. Supplies are being loaded on board when "Captain Wahl" arrives.

"Tis a good lookin' ship." he says approvingly. Looking out at the Tuskwater he adds, "It's not the open sea, but it'll do for now."

Is the intention to cross the Tuskwater and traverse the small section of river that connects it to Candlemere Lake?


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Well that sounds unpleasant at best. Hope things get better soon.


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Kalaman Mar wrote:
what about know engineering? Almost any problem can be solved by engineering it, lol

Way to play on my personal biases, Kalaman. (I'm an engineer, as is Garethane). Sure, Knowledge (Engineering) could work as well, again with a different DC than the other skills mentioned.

Tove Hellstrom wrote:
Any chance Craft (Bows) might have some crossover into general woodworking?

Not as a base check, but perhaps as an assist with a higher DC than the typical 10 required to assist.

Tove and Azen head down to the banks of the Tuskwater where a few fishermen have their modest boats pulled up on the shore. Talking with one older fisherman, named Albert, confirms that he built his boat, but that was many years ago and he simply doesn't believe that he could physically do the work any longer, but he would be happy to provide any guidance he could in helping you build yours.

Automatic Aid Other - +2 on your craft check.


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Azen:
You know of a few local fishermen that have smaller boats, but nothing large enough for the normal traveling party. It's possible that one of them built their own boat.


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Goblin Caves Side View | Lost City Map | Roll20 Maps

Perhaps the leaders of the factions, but to put the crowns in the hands of a particular faction could cause issues.


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"Star-elk" withstanding, once the Kingdom building is done (we're taking D5, right?), are we ready to move on?