A long and winding road. (Inactive)

Game Master RHauglin

One foot in front of the other.


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Ray, Here is where we will hold the game.

Below this box, "how to format your text" button, you can do various things to your text. I'm not going to hold anyone to this, but I thought you might want to know...


Some characters that I have done up already are:

From the distant lands of Tian-Xia.

Human(Tian-Dan)/ monk 1/ LN/ Eyes:silver/ hair:bald, you start the game bald, if you grew it out, it would be white/ unarmed combat.

The campaign will take place in the land of Avistan.

Human(Kellid)/ barbarian 1/ N/ controlled berserker rage.

Elf/ sorcerer 1/ CG/ magic-user.

Halfling/ cleric(sarenrae) 1/ NG/ cleric.

Half-orc/ fighter 1/ CN/ fighter.

Catfolk/ rogue 1/ N/ fur:black/ thief.

Human(Ulfen)/ gunslinger 1/ LN/ black powder gun use. [I see a down side to this class, you can run out of bullets. You do have other weapons to use.]

The items listed can not change. Height/ weight can change with in racial ranges.


About the world, part one:

Stars are suns but further away. If your sun has planets orbiting it then stars must also have planets going around them.

Your planet, has been hit several times by "earthfall". The last time it happened, the Azlant land mass was destroyed.

Several groups have formed to gather magical items from the past. It is believed that past empires were far stronger than they are now, and to control such magic means that your country will be strong. It is believed that there has been four great empire eras.

(There is no "common" human language.)

There are rumors of a place that you are not allowed to worship as you please.

No matter where you grew-up, there has been magic. But there is a rumor of a place where magic does not work.


Robert Hauglin 13 wrote:

Ray, Here is where we will hold the game.

Below this box, "how to format your text" button, you can do various things to your text. I'm not going to hold anyone to this, but I thought you might want to know...

Yeahaaa nothing like feeling like a newbie :)I am going to need to talk with you for sure about how this is all going to work, I don't know how to create a character or the basics format so patience oh great wise and terrible GM


About the world, part 2.

Your world is Golarion.

Unless you are told otherwise, you are from the continent Avistan. At the very north of Avistan is the Great Ice Barrier glacier. Just south of this are several Human barbarian tribes. Moving more south, there are the Orcs, Elves, Dwarves racial lands. Still more south, the Human lands continue with various countries that range from the Dark-Age thru to the Renaissance way of life. Andoran and Taldor way of dress is more like 1800's in Europe.

Moving south-east and connected to the continent Avistan is the continent Casmaron. Here the forest and the glens give way to the deserts and the savannas. There are many races that has made a living in the desert, not much is known about them.

South of Avistan and across the Inner Sea lies the continent Garund. In the northern edge of Garund are great desserts. Mostly Humans, but other races live here as well.

To the west, in the Arcadian Ocean, lies the remains of Azlant. Now nothing more than many small islands.

A long time ago the Elves came from another planet via a teleportal gate. This same gate was used to allow them to leave Golarion to save themselves from "Earthfall" which destroyed Azlant and brought more than a thousand years of darkness.

Gnomes also came from another planet, they were escaping something but they will not say more on this matter.

Orcs and Dwarves lived underground since the beginning of time. One day the Dwarves made their way up. They ran into the Orcs and pushed the them out ahead of the Dwarves.


Robert Hauglin 13 wrote:

About the world, part 2.

Your world is Golarion.

Unless you are told otherwise, you are from the continent Avistan. At the very north of Avistan is the Great Ice Barrier glacier. Just south of this are several Human barbarian tribes. Moving more south, there are the Orcs, Elves, Dwarves racial lands. Still more south, the Human lands continue with various countries that range from the Dark-Age thru to the Renaissance way of life. Andoran and Taldor way of dress is more like 1800's in Europe.

Moving south-east and connected to the continent Avistan is the continent Casmaron. Here the forest and the glens give way to the deserts and the savannas. There are many races that has made a living in the desert, not much is known about them.

South of Avistan and across the Inner Sea lies the continent Garund. In the northern edge of Garund are great desserts. Mostly Humans, but other races live here as well. Farther south, is the Mwangi (jungle) Expanse.

To the west, in the Arcadian Ocean, lies the remains of Azlant. Now nothing more than many small islands.

A long time ago the Elves came from another planet via a teleportal gate. This same gate was used to allow them to leave Golarion to save themselves from "Earthfall" which destroyed Azlant and brought more than a thousand years of darkness.

Gnomes also came from another planet, they were escaping something but they will not say more on this matter.

Orcs and Dwarves lived underground since the beginning of time. One day the Dwarves made their way up. They ran into the Orcs and pushed the them out ahead of the Dwarves.


What level is the scenario?


Is this Epic Fantasy or High Fantasy point buy for stats? What other char gen guidelines for this specific game?


Hi


The campaign begin...

For Ray:
You are travelling from north to south. You have been travelling on your "exploration of your world" for a couple of days now. It is dusk and you are looking for a good place to rest when you notice a sparkle of light through the forest.

If you send your raven.

raven:
Your raven familiar flies off. After a minute or so, tells you (through your empathic connection) that there are two humans sitting around a campfire.

If you go yourself.

yourself:
When you sneak up, you notice it is a campsite. There are two humans sitting around a campfire speaking Kellid. You do not understand their language, but you know it comes from the barbarian lands north of where you grew up. One of the humans is below average STR but seems to speak without a lot of "uh", "duh" and "um". Whereas the other human seems far stronger but speaks with a lot of "uh", "duh" and "um". Both are average looks.


Robert Hauglin 13 wrote:

The campaign begin...

For Ray:
You are travelling from north to south. You have been travelling on your "exploration of your world" for a couple of days now. It is dusk and you are looking for a good place to rest when you notice a sparkle of light through the forest.

If you send your raven.
** spoiler omitted **
I am not quiet sure if I am doing this right, but here goes, I sent the raven, can I get more detail of the two? How much detail is available or simply two humans?

If you go yourself.
** spoiler omitted **


Only if you go there. tell me how.


Do you go looky-see or do you walk away?


Yes, sorry, I thought you knew, I flew avery


I understand that you had your raven (Avery?) make a fly by. I was wondering if you went, or did you leave.

If you sneak-up.

Spoiler:
You hear the two humans speaking Hallit, you recognize the language, you do not understand them. They are laughing, talking about something funny. Both of them have backpacks, bedroll, etc. One has a spear and leather armor, the other has a short spear and no armor. A third barbarian, with a great sword on his back and no armor, enters with a bound female. She loudly protests her treatment in a foreign language. She is force to sit. The other two laugh and poke fun at her.

If you walk a way, you travel further south...


What are my spell options for.stealthing, I want to try and wait for them to go to sleep, or put them to sleep then sneek in and attempt a rescue, and maybe steel somsthing if the opportunity presents itself


1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (12) + 3 = 15
1d20 ⇒ 7


1d20 + 3 ⇒ (9) + 3 = 12


Casting a sleep spell, you put everyone to sleep. This lasts for one minute.

Things you could steal:
Daggers, short spear, gold coins (3 pouches),spears, 2 handed sword, hatchet, short bow w/ arrows, short sword.
You also find various travelling items, such as flint and steel, pots, tender, torches, rations, etc.

I'm assuming you are looking for valuable items and not wasting time on stealing clothes, bedroll, etc.

What do you take in that one minute?


As you search the barbarian bodies, you notice their breath smells of raw meat.


I take the small things, easy to handle, the bow and arrows, if there is time I untie the girl. The raw meat smell could mean cannibals, I then hide


As you untie the girl, she is wearing soft animal hide clothing with bead work; looking at the bow and arrows, you notice that the quiver has the same soft animal hide and simular bead work. The hatchet and the bow have feathers tied to it alike the feathers in the girls hair. The short sword has the same soft animal hide wrapped around the handle.

Do you still take the bow and arrows?

Besides the three pouches of gold coins, what else do you take?

Do you hide or do you quietly leave and continue on your journey?


grrr okay since I am not evil, just a good cat with somewhat lose morals concerning other peoples treasures,and a desire to roam the world far and wide I cannot leave the girl helpless without her stuff, I take the gold and return the girls things to her then try and get as far and as fast away as safely possible from the men and their fire, and the girl, my thought being I have helped her enough and I don't know that she won't put a hole in me at first opportunity, I am an inexperienced cat but not completely brainless, so with bird flying to help me go and using my own night site it's into the brush and evade evade evade, with my sad little pouches as my only reward :)


was their a possible chance the fur they and her were wearing was of a cat nature?


You find a safe place far away to rest/ sleep.

You check out your spoils: one pouch has 92gp, the second pouch has 75gp, the third pouch has 145gp. The first two pouches has mostly coins that are used in the north. The third pouch has coins from all over the known world.


I put the coins from the north in one pouch and those from around the world I hide on my person as best I can, I would like to try and fashion some sort of hidden pouch if I can, if I can' then buy something from a merchant made to my specs when possible.


Mystwalkur wrote:

was their a possible chance the fur they and her were wearing was of a cat nature?

Answering these with little sleep, I missed this one.

Two barbarians had no armor, the third barbarian had cow-leather, the woman had deer-leather.


For Mystwalkur,

Entering the country of Varisia, you make your way west to the costline city of Magnimar.

Magnimar is roughly a circle. There is a cliff that divids the city in half, upper and lower Magnimar. The most outstanding thing that you see as you approach Magnimar, is a hugh bridge -- now broken -- it now goes nowhere. The bridge is so big that there is a town under the bridge. Entering the city you notice that the guards pull off any hoods, wide brim hats, helms, etc. Clearly they what to see who enters their city. If you do not cover your face, the guards do not give you a second look.

You take care of you secret purse-belt needs. Every where you go, people stare at you. Not in a bad way, but then you are the only catfolk that you have seen since you left your homeland. Do you do anything before going to the docks?

Going to the docks and asking around about a ship going south; the only one leaving soon, today, is the ship Jenivere. The Jenivere is captained by Alizandru Kovack. The captain over sees the firstmate Alton Devers hiring of crew and boarding the passangers.


to Mystwalkur:

1st mate (speaking Varisian, when you do not respond, he then tries elf)
Su Bey! Hey you! You Have to sign in. Then go find a place to stay out of the crews way.


Other people that are signing in are:
Male/ Gnome.
Male/ Halfling.
Male/ Human.
Male/ hooded. When he walks passed you, two tentacles pull the hood more closed.


[dice][1d4]


In Town:
I do take care of the pouch task I set myself. I re-supply whatever I need to restock my food and witch stores
At the Dock:
I begin by giving the boat a decent look over, I am hunting for a good spot out of the weather if there is any, but nothing that will trap me in a can't get away scenario should the unfortunate need arise to run for it. After that I settle down to passenger watch, if I continue to notice something odd about the man with the hood, I will not turn him in directly I will figure out a way to trip him in the hopes he will fall and reveal himself to the crew. Probably by using my blend spell, which is one I think I will keep memmed everyday, it is a good getaway spell for a thief I think, I know I want to learn slight of hand, pick pocketing and such, not sure how to go about learning that though. If the big bad guy reveal works, then I will continue scouting the passengers perhaps even chat them up a bit in order to see if anyone has anything worth my time, maybe even the captain. For some reason the gnome interest's me so I will talk to him, I will try cat, then elf, I won't use halfling unless I have to. If I have a lot of time on board, meaning days then I will use my detect magic few days to see if there is anything interesting to be had in that direction, finding things to help me with my chosen career path is my first thought second is finding stuff that will make me richer :)I will use shadow as I can to help keep an eye on my back. Is it possibly for me to have the skill of throwing darts, I want to have several concealed about my body for the moments when just running like heck isn't quite enough to get away from upset villagers.


To Mystwalkur:

Everyone else go down stairs to the below decks. As you follow, everyone get a very small cabin.

After the hooded man goes down below to claim his cabin, he goes up to the main deck. When the thought of tripping him crosses your mind, you look at his feet. His feet are humaniod shaped and pale skin color with webbing between his toes. 1d20 - 1 ⇒ (20) - 1 = 19

The Gnome dresses in fine clothes of a noble. The Gnome speaks his language. When you try to speak to him in the Catfolk language, he makes the universal sound and hand jester to call an animal to him. "Meow, meow, meow." No matter what look you give, he stops and gives a wicked smile. Some of the near-by sailors give a quick chuckle.

The Halfling greets you, and everyone, with a blessing to Sarenrae in Halfling. He then blesses the ship while holding a figurine of an angelic woman.

A Human male boards the same time you do. He looks like a fighter, he moves like a fighter, he is armed like a fighter. You try to talk to him and he responds with, "Oh ya right."


To Mystwalkur:

The hooded man trips and falls.


You gain more skills every time you go up in level.
The other things I have to look in to.


I will play the meek and young cat and just shrug and move away, the gnome is my target for sure however,I will mem detect magic and secret doors, along with blend, whenever the time feels right to go through his room.

If I can get in and out then I will plant a few lesser odd bits on one of the crew.

I will chat up the halfing after all, I will talk about my home and how I am taking my chance to go out into the world and explore, I will try to create the ideal of young innocence for him. I will be friendly and try to get him to trust me.I want him to feel protective of me if I can.

Did the hooded man reveal himself when he fell? If no one sees him right away I will get the halfling to look.

As a small extra bit to add to the trip, I will see if an opportunity arises to lift some odd bit of this or that, that belongs to the warrior and plant it on the gnome, but only if I feel absolutely safe pulling it off, I do not want to go toe to toe with the fighter. I would like to use the unseen servant as much as possible to perform the deed if I can. I if I get that done then I am hoping that it will be found about if and when they do a search to find the gnomes missing stuff if he notices what I take. If I pull it all off, I will then keep blend,mage armor, daze memmed from day to day until we reach our destination.

I want to create as much confusion and chaos as possible between the gnome and crew, all in the back ground. I want them to dislike and distrust him.

I know I know a lot of plans, but I don't have to see them all through, the gnome is the big target though. Patience is the key always and lots of paying attention, then luck luck luck. :O)


For Mystwalkur:

Having the IQ that you have, you realize that it would be easier to trip the hooded man on the main deck, where there is controlled chaos. You realize that acting, even if it is bad acting, will hopefully make you look more innocent. 1d20 + 1 ⇒ (13) + 1 = 14 He falls down face first.

For Mystwalkur:

Spoiler:
At first it seemed that his face came off. Then you realize that it is an octopus that is now on the deck. The man picks his octopus up, puts it in his hood, then he stands. The few crew members that saw make derogatory commits, "What a fish-out-of-water".

Most of the crew did not see this as they load a horse on board. The hooded man gets up and goes to his cabin. The Gnome laughs at the hooded man's "clumsiness".


Speaking Taldane: I am Rokko Hassard, Knight Errant. It's my horse. Having explored a bit of Varisia, it's time to move on. Looking forward to exploring more wilderness soon. Very soon. Yes indeed, if it's a fast ship. (My horse's name is Luke).


A fast chip? Haven't you heard of the Jenivere? It made the Kessel Run in less than 12 leagues! By the way, Hans comment was correct, distance not time was the factor to be bragged. Seriously.

The first mate has you sign in then he points you to stairs going below. Speaking Varisian, "Yadu cul, swen g'tre duval." He then turns to the captain, "Ven hubli sahc"

A half create "stall" was created for your horse to be in for the journey.

When you go down stairs, a salor, holding chalk, points to several cabin doors. When you point to the one you want, your cabin door is marked with an "x".

While boarding the ship you see a catfolk, a halfling, a gnome and two humans. The gnome is dressed like a noble, everyone else is dressed in "normal" clothing. Everyone seems busy. The halfling makes time to come over to you and talk to you in a language you do not understand. He seems pleasant and friendly.


1d4 + 3 ⇒ (4) + 3 = 7


the last roll was just a test


well now that the learning curve has been achieved, Robert please let me know when I need to make a die roll


I am bummed the hooded man reveal didn't work, but on the upside maybe I can take advantage of the gnomes obvious enjoyment of others mistakes. Especially by the hooded man.
How are my thievery plans going? Will I get an opportunity to explore the gnomes quarters? should I roll something here
Did the halfling respond to my attempts to befriend him?


The man with the horse, what does he look like?


I'm human, 5'5" 150#. Very strong looking. Grissled wilderness like in appearance, though hair and appearance seems to be intentional, perhaps even meticulous. Dk brown hair. Lightly armored. Greatsword. (As soon as he can afford masterwork, it will have a more civilized edge). Who's asking?


To Mystwalkur:
But now you know to hooded man's secret. If they allowed a catfolk on board why would they not allow him? Remember the guards? Remember how everyone stared at you? Some people might find it easier to hide than be flamboyant.

The ship is just now leaving the docks, you have many days and many stops. You have time...

The halfling is friendly to everyone equally, even the mean ones.


To everyone:

All told, as you leave, you have:

Jenivere crew:
Captain Alizandru Kovack.
1st mate Alton Devers.
Crew: mostly human, one human sparkles.

Passengers:
Catfolk, dressed like a swashbuckler, a young buckaroo.
Gnome, dressed like a noble, a smart-ass.
Halfling, dressed "normal", friendly.
Human, dressed "normal", unimpressed with everything.
Human, dressed "normal", always wears a hooded cloak.
Human, dressed "normal", have horse will travel.

1d20 ⇒ 9
1d20 + 1 ⇒ (10) + 1 = 11


To Kokko:

Spoiler:
You realize that there are eight cabins, seven have "x" on them and you count six passengers.


The name's Rokko


Sorry, my mistake.

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