B4: The Lost City by Tom Moldvay (Inactive)

Game Master Branding Opportunity

Loot Sheet


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Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek glances doubtfully at Loges. "Are you sure you speak this language? Does he recognize this dagger? Or say anything about the caravan?"


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

Linguistics DC 20: 1d20 + 1 ⇒ (12) + 1 = 13

"No that might still be right, or he could have meant goblin. Its not a word I fully recognise either."


Male Garundi Human Cleric of Shelyn 1 | HP: 10/10 | AC 17 (T12, FF 15) | CMB: +3 CMD: 15 | F:+3 R:+2 W:+5 | Init +2 | Perception +3, Sense Motive +7, Diplomacy +5 | Speed 20 ft. | Channel Energy 4/4 | Touch of Good 6/6 | Bit of Luck 5/6

Whew, that took awhile to get caught up! It looks like we have Detect Magic plenty covered, so I switched that to Purify Food and Drink so I can follow through with Drimm's plan to purify whatever we hunt/find. I also marked off a spell as if that cure spell was mine.

Before:

As the group enters the ancient structure, Tamru gazes about in wonder, seemingly unafraid of the obvious danger present. In his lilting voice, he comments, "Imagine how beautiful this must be when it is first built. Look, hmmm? It is still beautiful now, so long after." As usual, his language is a bit weird, and the accent a bit odd, but he is easy to understand.

Now:

"Tell them we are friends, yes? We only wish to speak, yes?" The overweight garundi holds his glaive up against his shoulder, in the most passive way possible and smiles serenely at the strangers.

I'm not sure if I can use diplomacy here, but I'll roll just in case.

Diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24


Max HP: 12; Current HP: 12; AC: 15 (touch 9, ff 15); CMD: 14; F/R/W: +3/+1/+1 (+2 vs charms, compulsions, and emotion effects);

”But he isn’t a goblin or a cantaloupe. These people must have been in the desert too long. Maybe that’s why you can’t understand them.”


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

Okay, just finished reading through everything.

Bolgar takes his warhammer, and makes a show of 'putting it away.' He holds it up high for the man to see and then sheathes it through the thick leather thong attached to his belt.

"Easy there, big fella."

Diplomacy (untrained): 1d20 + 0 ⇒ (19) + 0 = 19
linguistics (untrained): 1d20 + 2 ⇒ (6) + 2 = 8

Bolgar turns to the party.

"I speak Kelesh but I'm having a hard time with his accent. Maybe the 'cantaloupe goblins' are merely one tribe of goblins?"

"Mind you, the goblins would have to be running pretty damn low on tribe names for one bunch to call themselves the 'Cantaloupe Tribe'..." he mutters to himself.


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges smiles at Timbur.
And what color is a cantaloupe, my friend. It may describe the usual color of an orc? So, a green goblin, may mean an orc to them?

Loges continues to translate.


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

"It could be used to refer to a specific shade of green... maybe. It's not a dialect of the language I've heard before either."


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

"I'm NOT a cantaloupe, and stop saying that I look like one!" Horek turns his head slightly to growl at those behind him, still holding the dagger on display (not threateningly, or trying not to hold it threateningly at any rate) and ready to defend himself at a moment's notice.

Welcome, Bolgar and Tamru!


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none
Horek Varshot wrote:
Welcome, Bolgar and Tamru!

Thanks!

"If Wazarek means a kind of goblin, do you think he means the menarren, the shriveled up goblin that made such a convenient doorstop?"

Bolgar takes a small piece of chalk out of a pocket, and begins drawing on the floor. He tries to sketch the face of the menarren from memory.

Craft (drawing) untrained: 1d20 + 2 ⇒ (14) + 2 = 16

He points at his crude drawing and says to the man, "Wazarek? Is this a Wazarek?"

He repeats the phrase in Kelish.

"Wazarek? Bu bir wazarek miydi?"
Using Turkish for Kelesh.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo fades to the back as everyone starts talking in antiquated Kellish.
"I mean, I've been called worse than "cantaloupe". "Puke face", "Knee muncher", "Pantry Goblin", "Goblin Kisser"- and I object to that one! I was undercover, I had to kiss that goblin!"


Max HP: 12; Current HP: 12; AC: 15 (touch 9, ff 15); CMD: 14; F/R/W: +3/+1/+1 (+2 vs charms, compulsions, and emotion effects);

”It’s true. You don’t look like a cantaloupe. You’re more of a cabbage shade, I’d say.”


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges translates the entire conversation, shrugging his shoulders in a we are not threatening way...


Discord Chat, Map

The man in chainmail seems to be very confused by all the talking, but he seems to let his guard down a bit as your group is obviously not an immediate threat.

He looks at the drawing on the ground made by Bolgar and nods.
Translated from archaic Kelish:
"Yes, that is a Wazarek."

He then points at Horek.

"This is not a Wazarek?"

"We are the Brotherhood of Gorm. You must be from the outer world, but that is impossible. It has been cursed for generations. How can you live in such a wasteland?"


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

After Loges translates, Tollo pipes up from the back.
"I'm gonna blow your mind right now, tin britches- a sphinx told us that your pyramid was "cursed for generations". We came through the desert with a caravan that was attacked, so here we are looking for everyone else."

"So what's up with the masks? There was a woman in the other room with a mouse mask- she's dead, though, a gecko got her."


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none
The Lost City GM wrote:
"This is not a Wazarek?"

"No, not a goblin. Er... hayır, bir Wazarek değil."

"He is half human and half orc. Ah... o yarım insan ve yarı orktur. "

"Goblins are sneaky. We don't like goblins. Wazarek sinsi. Biz wazarek'i sevmiyoruz."

"Orcs are... "

He looks at Horek and bites off what he was going to say.

"Orcs are brave. Orklar cesurlar."


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

At Bolgar's words, Horek truly feels as though a weight on his shoulders has been lifted, one that has punished him every day since his parents were killed. Somehow, after months of captivity by his cruel half-kin and twice that long viewed as an outcast belonging to none, the half-orc has finally found a group that has accepted him. Though still cursed with the battle frenzy that marks those of orcish blood, Horek knows he can turn it into something good.

The barbarian nods at the dwarf, perhaps betraying some hint of what he is feeling in his dark eyes, then turns to face these Gorm, to see what they have to say about the dagger, and about the questions posed by Tollo.


Discord Chat, Map

Someone is going to have to make a diplomacy roll to get more than just name/rank/serial number from the masked gentlemen. Just because they didn't attack you on sight doesn't mean that they feel like answering your questions.


Male Garundi Human Cleric of Shelyn 1 | HP: 10/10 | AC 17 (T12, FF 15) | CMB: +3 CMD: 15 | F:+3 R:+2 W:+5 | Init +2 | Perception +3, Sense Motive +7, Diplomacy +5 | Speed 20 ft. | Channel Energy 4/4 | Touch of Good 6/6 | Bit of Luck 5/6

I got a 24 on my diplomacy earlier. Can we use that?


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges continues to smile while translating a d surmising in both languages.

I wonder if these fine gentlemen are trapped in a time loop. Or maybe some sort of pocket dimension that we now have entered. I wonder where it started? The oasis seems likely...any historians in the pyramid? Excuse me sir, but what year is it?


Discord Chat, Map
Tamru wrote:
I got a 24 on my diplomacy earlier. Can we use that?

D'oh! Not paying attention.

The masked men seem to understand that you do not mean them any immediate harm. They seem willing to talk for the moment.
Translated from archaic Kelish.

In reply to Tollo: "We wear the masks in honor of Gorm, for we are his faithful. The dead one with the mouse mask was one of the Dreamers. Since thou are not from our world, you do not know of Gorm, yes? They do not worship Gorm in the Outer Wastes? We thought that all had died there, except for the Wazarek who eat their dead."

In reply to Bolgar's words: "We believe you that he is not Wazarek, for on second viewing, he does not have the snout of their kind. We do not understand, as we believed that Wazarek were the only things that lived in the Outer Wastes. You all have dark skin like the Wazarek, however, so we thought that perhaps you were inferior Wazarek." He then points to Tollo, stating "Especially the child."

At the mention of dark skin, you now notice that the all of the men you are speaking too have almost powder white skin beneath their armor and clothes.

They also look at the dagger that Horek has been holding up, but only shrug when they inspect it. "It is not of Cynidicea or the Realms Below."

Replying to Loges: "I do not understand. What is "year"?"


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Perhaps, season? Moon cycle? How many times has your world circled the Sun?


Male Garundi Human Cleric of Shelyn 1 | HP: 10/10 | AC 17 (T12, FF 15) | CMB: +3 CMD: 15 | F:+3 R:+2 W:+5 | Init +2 | Perception +3, Sense Motive +7, Diplomacy +5 | Speed 20 ft. | Channel Energy 4/4 | Touch of Good 6/6 | Bit of Luck 5/6

Content to let the others continue the convesation, Tamru stands by passively, only chuckling at Tollo being called a child. It is complicated enough to translate, it seems. His accent would only make that more difficult.

I did read through the thread, but I'm still not confident of my character's role in the party, socially so I may take it slow while I figure that out. I do know that he's more of a follower than a leader, so feel free to boss him around if you want.


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

Zuberi's face splits into a broad smile as the stranger refers to Tollo as a child. He wonders if anyone will translate that, and in case they do he watches to observe the halfling's reaction.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Once the translation reaches his ears, Horek puts away the dagger and considers the fragmented speech that he hears. "So they believe the 'Outer Wastes' to be a cursed place, and that is everything outside of the oasis, to them. The desert is certainly a wasteland, but it sounds like they know nothing of the world beyond. These... Wazarek are goblins, which they have seen and dealt with before. What is this word they used... Cynidicea? Is that what they call the oasis? And what of the Realms Below?"


Discord Chat, Map
Loges the Wise wrote:
Perhaps, season? Moon cycle? How many times has your world circled the Sun?

The man you have been talking to holds up his hands to hold off your questions.

"These questions are beyond me, but you may ask them of our leader, Arash."

From the second room (the one on your left), a figure emerges from behind the other masked men. He is dressed similarly to the others, except that the mask/visor covering his face seems to be made of gold, or at least is gold plated. He makes his right hand into a fist and places it onto his chest, and bows slightly.

"I am Arash, son of Aramas, high devotee of Gorm. Have you come to join our brotherhood? All who would honor Gorm may join his cause."


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges bows.

We are travellers that were waylaid on the road outside your oasis. We were only seeking shelter from the sandstorms; and, perhaps, to find those responsible. They abduxted some of our number.

Loges points to the dagger Horek carries.

We found this amongst the wreckage.


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none
Loges the Wise wrote:
Perhaps, season? Moon cycle? How many times has your world circled the Sun?

Bolgar turns and looks at Logar.

"Wait just one damn minute. Are you tellin' me we're on a whole other bloody planet? Wonderful. Tha's just wonderful!" He curses. "How the devil are we gonna get home again?"

Bolgar shakes his head, but straightens up when they are introduced to Arash.

"Greetings, high one. We know little of your Gorm, though we saw inscriptions that showed him and two other beings. So we can hardly say that we came here to join your brotherhood if we never knew about it before today."

"But perhaps you would care to tell us about your brotherhood, and about Gorm himself. So far we only know what he looks like."

Figure a good way to get a religious guy talking is to ask about his religion. I don't think I'd want to give up or conceal my own worship though.

BTW, do I know anything about Gorm?

Knowledge (religion): 1d20 + 6 ⇒ (5) + 6 = 11 Probably not. :(


Discord Chat, Map
Bolgar Grym wrote:
BTW, do I know anything about Gorm? Probably not. :(

No, definitely not.

The man in the golden mask nods at Loges' and Bolgar's questions and comments, although his thoughts are well-hidden behind his visor.

After a few moments of silence passes, he tries to answer some of your concerns.

"We did not know that anyone still lived beyond the Outer Wastes. We do not go there ourselves, as Gorm has forbidden it until the Realms Below are cleansed. Gorm is the god of war, storms, and justice. He is the one who brought the Cataclysm that ended Old Cynidicea, and we all now must atone for the sins of our ancestors. If you seek justice against those who harmed your people then perhaps we are an convergent paths. Those who are true of heart, noble of spirit, and who are not afraid to wield the sword of justice are greatly honored in the sight of Gorm."


Male Garundi Human Cleric of Shelyn 1 | HP: 10/10 | AC 17 (T12, FF 15) | CMB: +3 CMD: 15 | F:+3 R:+2 W:+5 | Init +2 | Perception +3, Sense Motive +7, Diplomacy +5 | Speed 20 ft. | Channel Energy 4/4 | Touch of Good 6/6 | Bit of Luck 5/6

I'm trying to clarify and solidify Tamru's accent. I'm sorry if it's tricky to read. I'll ease off on it once I feel like I have the sense for how he speaks and can convey it with milder touches.

As the conversation gets translated, Tamru stands by listening quietly, studying the unique and interesting garb of these people.

"Theese people know what ees beauty. Eet ees a shem they cannot see the world," he comments quietly to himself, clearly not intending to be translated.

The garundi man motions with his spear and speaks a little bit louder, taking a somewhat firmer tone than is typical of the carefree, almost whimsical cleric. His accent is significantly less musical in nature. "Eef they weele tehk spe-ahr of justeece, we should help them. No-bodee should be trapped like theese, by Gods or no."

Tamru's rare intensity is very brief before he looks a bit self-conscious and adds his customary, "yes?"

Plain english in case it's confusing:
"These people know what is beauty. It is a shame they cannot see the world. If they will take spear of justice, we should help them. Nobody should be trapped like this, by Gods or no."


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

Zuberi furrows his brow "Gorum is a god of war but not so much storms and definitely not justice. Gozreh is a goo of storms but not of war or justice. Must be a god I don't know. It seemed so clear at the Gorm is the god of war bit."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo hangs in the back, listening to the conversation.
"Psst. What did he call me?"


Max HP: 12; Current HP: 12; AC: 15 (touch 9, ff 15); CMD: 14; F/R/W: +3/+1/+1 (+2 vs charms, compulsions, and emotion effects);

"He called you a child," Timbur replies. "And he called Horek a cantaloupe goblin. Clearly, these aren't very polite people."


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek growls at Tollo. "It couldn't have been worse than being called a cantaloupe." As the conversation is slowly translated, the half-orc asks. "What is this Realm Below? We encountered an invisible creature at the mouth of the canyon leading to the... Outer Wastes. It told us of a great evil that dwells within here."

[ooc]No problem understanding you at all, Tamru! Hey, I'm GMing a character whose player speaks like a pirate, and his spoken sentences are damn near gibberish - on top of that, he doesn't offer translations! :) [/b]


Discord Chat, Map

"The Realm Below is the occupied city of Cynidicea, reconstituted in the caverns below. It is the realm of the priests of Zargon, who know nothing of honor and enslave the children of Cynidicea with their poison."

He then clears his throat and continues. "It seems you have stout warriors among you. Will you join us in our fight to free the people of Cynidicea and restore Gorm's role as head of the Triumvirate? I am sure you are hungry, no? We have both food and water and would share it with those who make common cause with us."


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges chuckles at Horek and Timbur...


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

Zuberi holds up a finger "If we want to be precise he mistook you 'the child' as a lesser cantaloupe goblin. He was thinking we might all be some form of lesser cantaloupe goblin but they were quite confident about you." He's got the biggest grin on his face.


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges hides his face; coughing a cough that sounds suspiciously like laughter.


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none
Zuberi Ogbonna wrote:
Zuberi furrows his brow "Gorum is a god of war but not so much storms and definitely not justice. Gozreh is a goo of storms but not of war or justice. Must be a god I don't know. It seemed so clear at the Gorm is the god of war bit."

Bolgar turns to Zuberi.

"You're definitely right that Gorum and Gorm are not the same. I cannot recall anything about any deity called 'Gorm.' But all this talk of justice makes me think he must be a force for law... an Empyreal Lord perhaps? I don't know."


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

Bolgar turns back to Arash.

"Friend Arash... can I call you that? My friend, you honor us with your invitation. But it troubles me. You seem eager to have us join a crusade we know nothing about, on your word alone. You seem to be an honorable man, but my own honor warns me not to make a pledge I do not know if I can keep. Let me show you something."

Bolgar pulls out a small wooden model of a wagon.

"See this? This is the symbol of the one I am pledged to. He is called Galvagar Gemfingers, and he is a saint of my people. He is not a God, but he walks among them, and provides an example for my people on how to live. I am his servant, and pledged to his service, and in exchange, My Lord Galvagar grants me the power to heal wounds and perform other small miracles."

"I don't see how I can pledge myself to your Gorm without betraying Galvagar."

"I know that Galvagar is nothing to you. But surely you would reject me if I asked you to join Galvagar's brotherhood, because you will not betray this Gorm of yours. So I hope you can see how it would be the same for me."

"But there is no need for Gorm and Galvagar to be enemies. You offered us food and drink. Among my people, bread is a symbol of peace, and those who wish peace break bread with each other. We can share our provisions with you if you wish to share with us, and we can agree that we are not enemies. Does that suit you?"


Max HP: 12; Current HP: 12; AC: 15 (touch 9, ff 15); CMD: 14; F/R/W: +3/+1/+1 (+2 vs charms, compulsions, and emotion effects);

The light dawns for Timbur.

”Oh he’s offering food. He wasn’t calling Horek a cantaloupe, just offering him some. I don’t see how they could get cantaloupe to grow inside the pyramid, though.”


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

The wizard barely survives the comment from Timbur....


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Apologies, Bolgar, didn't see your response.

Loges turns to the dwarf.

Still uncertain, but it seems that we entered some type of anomaly. Perhaps, we should attempt to leave to see if we can?


Discord Chat, Map

Arash seems to listen carefully to what Bolgar is saying, questioning him a few times on the meaning of certain words he doesn't understand in modern Kelish.

At the mention of healing and miracles, however, he stiffens visibly, and his speech and manner become colder.

"You can perform magic? Then your Gemfingers must be allied with the deceitful Usamigaras or the evil powers of Zargon, for only they eschew the hard steel in favor of soft words. We want no part of these miracles of yours."

There are murmurs of agreement among the other warriors of Gorm around you, and you notice a few hands straying towards their weapons as they take a few steps back.

There are currently 10 members of the Brotherhood of Gorm that you can see, 11 counting Arash. They do not look like they are about to attack, but are certainly more on their guard again.


Male Garundi Human Cleric of Shelyn 1 | HP: 10/10 | AC 17 (T12, FF 15) | CMB: +3 CMD: 15 | F:+3 R:+2 W:+5 | Init +2 | Perception +3, Sense Motive +7, Diplomacy +5 | Speed 20 ft. | Channel Energy 4/4 | Touch of Good 6/6 | Bit of Luck 5/6

I'm trying something different for Tamru's accent. I'm putting italics for stressed syllables instead of all the crazy phonetic spelling. Think Arabic or Middle-eastern accent. "i"s are "ee" sounds, mostly. It seems like it comes out well enough when I read it.

"I do not think he asks us to worship Gorm," the big Garundi interjects, though it seems perhaps too late. He continues in a whisper, "They speak of evil. If
Gorm cursed them to this, maybe it is Gorm who is evil."

Despite his words, Tamru continues smiling pleasantly at the strangers.

"Can someone ask him where the path to below is? It seems he still intends investigate further, at least. Nobody deserves to be trapped like this.

I'm ready to move on if they tell us the way. It seems like we maybe ruined our friendship, though that was probably inevitable. Better, I think, not to risk a fight here.


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges bows to Arash a d his fellows.

We would be grateful to break bread with you. We just need to reassure ourselves that our camp is still secure. We shant but be a few moments.

The robed figure prepares to depart the way they came....


Discord Chat, Map

Arash relaxes slightly and nods at Loges. "You may pass from our domain in peace. We will be here should you return, Outworlders."


Discord Chat, Map
Tamru wrote:
"Can someone ask him where the path to below is? It seems he still intends investigate further, at least. Nobody deserves to be trapped like this.

Assuming someone translates:

Arash answers matter-of-factly. "The secrets of Cynidicea are for the initiated. We will not harm you in your journey, but neither will be help."


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none
The Lost City GM wrote:
"...Then your Gemfingers must be allied with the deceitful Usamigaras or the evil powers of Zargon,..."

Bolgar blinks with surprise, and shakes his head.

"I do not wish to trouble you, so we will be on our way, but let me ask something else before we go:"

"Does Gorm not grant miraculous gifts to his faithful? How then do you know his will?"

"I do not know these other names you mention either, Usamigaras and Zargon. If the followers of Usamigaras and Zargon are as you say, I doubt I would care much for them. But you mentioned a Triumvirate. Does Gorm make up a part of that, and Usamigaras and Zargon the other two?"

Assuming we get answers at all...

"I thank you for your gift of knowledge, and wish you peace."

Bolgar bows before departing.


Discord Chat, Map

Arash seems interested in discussing the particularities of his faith with Bolgar, perhaps because he does not get many people who ask questions.

"No, the Brotherhood of Gorm train as warriors of justice, they are not healers. Well, not now. In the olden days, it is said that we were the judges and the defenders of the people, and that there were priests amongst us capable of miracles such as healing, but that is many generations ago. Now only the priests of Zargon have survived, and they only grant their miracles to themselves and the Chosen of the Unicorn."

"As for the will of Gorm, we know because of his scripture which is passed down to us from our elders. There are only a few amongst us who still believe, who wish to free our people from the evil of the Cyclops."

"No, the Triumvirate are Gorm, Usamigaras, and Madarua, the gods of old. Only a few still follow them and we hide here in the upper city, far from the priests of Zargon."


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

When Horek hears the translation of the conversation, the half-orc turns to Bolgar. "Is the Cyclops one of this Triumvirate? Or is it this Zargon they speak of? Or something else entirely? That invisible guardian in the canyon warned us of a great evil in this place, and it sounds as though it might be somewhere within this pyramid. If they can tell us what they can of the followers of the three old gods and of Zargon, we might be able to figure out who is responsible for the attack on our caravan, and why they did it. Then it is only a matter of finding them in this place."

So Zargon is not one of the Triumvirate? Is that maybe the cyclops he mentions? Trying to stay out of the direct conversation,
which is taking place in an unknown language, and reacting only to what I'm guessing Bolgar will be translating for us.

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Sweet, since he is so rich, I may have a few...lol.

It's not easy being a 1st level wizard....haha.

Background should be ready, plus crunch is almost there...


Going with a half-orc barbarian (don't worry, he's not TOO bloodthirsty...), and rolling for wealth to figure out his gear.

Gear: 3d6 ⇒ (2, 5, 3) = 10 x10 = 100gp


Sounds cool!

4d6 ⇒ (6, 4, 1, 6) = 17 16
4d6 ⇒ (1, 5, 4, 3) = 13 12
4d6 ⇒ (6, 6, 5, 1) = 18 17
4d6 ⇒ (6, 4, 3, 4) = 17 14
4d6 ⇒ (6, 6, 1, 5) = 18 17
4d6 ⇒ (5, 1, 6, 5) = 17 16

Wow! 53 point buy I think. I will consider my options.


Horek is ready to go. Hope you like his background and motivations for adventuring as well as the build.

Spoiler:
Horek Varshot
Male Half-Orc
Barbarian 1
Chaotic Good
Medium

Initiative +2
Senses Perception +4, Darkvision 60'
Languages Common, Orcish

Str 17 [+3], Dex 14 [+2], Con 15 [+2], Int 9 [-1], Wis 11 [+0], Cha 11 [+0]

-------------------------------------------------------------

Defense:

Armor Class 15, Touch AC 12, Flat-Footed AC 13
(+3 Armor, +2 Dex)
Studded Leather Armor, +3 AC Bonus, +5 Max DEX, -1 ACP, 30' Speed

Combat Maneuver Defense 16
(10 +1 BAB, +3 STR, +2 DEX)

Hit Points 15

Fort Save +4
(+2 Base + 2 CON)
Reflex Save +2
(+0 Base + 2 DEX)
Will Save +0
(+0 Base + 0 WIS)

Save Notes +2 to Will saves while raging (Class ability)

-------------------------------------------------------------

Offense:

Normal Speed 40 ft.
Modified Speed 40 ft.

Base Attack Bonus +1, Melee Attack +4 (BAB + STR), Ranged Attack +3 (BAB + DEX)

Combat Maneuver Bonus +4 (BAB + STR)

Melee Weapons:
Heavy Flail +4 (1d10+4, 19-20 x2, B; Disarm, Trip)
Greataxe +4 (1d12+4, x3, S)
Dagger +4 (1d10+3, 19-20 x2, P or S)

Ranged Weapons:
Throwing Axe (x2) +3 (1d6+3, x3, 10' range, S)
Dagger +3 (1d4+3, 19-20 x2, 10' range, P or S)

-------------------------------------------------------------

Skills:
(3 Skill Points)

Acrobatics +1 [+2 DEX, -1 ACP]
Appraise -1 [-1 INT]
Bluff +0 [+0 CHA]
Climb +6 [1 Rank, +3 Class, +3 STR, -1 ACP]
Diplomacy +0 [+0 CHA]
Disguise +0 [+0 CHA]
Escape Artist +1 [+2 DEX, -1 ACP]
Fly +1 [+2 DEX, -1 ACP]
Heal +0 [+0 WIS]
Intimidate +2 [+0 CHA, +2 Racial]
Perception +4 [1 Rank, +3 Class, +0 WIS]
Sense Motive +0 [+0 WIS]
Stealth +1 [+2 DEX, -1 ACP]
Survival +5 [1 Rank, +3 Class, +0 WIS, +1 Trait]
Swim +2 [+3 STR, -1 ACP]

-------------------------------------------------------------

Abilities/Feats/Traits:

Darkvision Half-orcs can see in the dark up to 60 feet. [Racial]
Intimidating Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. [Racial]
Orc Blood Half-orcs count as both humans and orcs for any effect related to race. [Racial]
Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. [Racial]
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. [Racial]
Favored Class (Barbarian) 1st Level +1 HP [Class]
Proficiencies Simple and martial weapons, light armor, medium armor, and shields (except tower shields). [Class]
Fast Movement A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. [Class]
Rage (6 rounds/day) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. [Class]

Feats:
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. [1st Level]

Traits:
Axe to Grind There is a fire in your heart that can't be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you. [Combat]
Outcast Driven from town after town because of your heritage, you have become adept at living apart from others. You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you. [Racial]

-------------------------------------------------------------

Gear:
Traveler’s Outfit (heavy wool breeches and shirt, sturdy belt and boots, hooded dark green cloak) [0.0 lb.]

Studded Leather Armor [20.0 lb.]
Heavy Flail [10.0 lb.]
Greataxe [12.0 lb.]
2 Throwing Axes [4.0 lb.]
Dagger [1.0 lb.]

Backpack [2.0 lb.]
~Bedroll [5.0 lb.]
~5 Days of Trail Rations [5.0 lb.]
~Waterskin [4.0 lb.]
~Torch [1.0 lb.]
~Flask of Acid (throw as a splash weapon, direct hit deals 1d6 acid damage, targets within 5' take 1 point) [1.0 lb.]
~Crowbar (grants +2 circumstance bonus on STR checks made to force open a door or chest) [5.0 lb.]
~50’ Hempen Rope [10.0 lb.]
~Grappling Hook [4.0 lb.]

Belt Pouch [0.5 lb.]
~Coins [0.5 lb.]
~Whetstone [1.0 lb.]
~Flint & Steel [0.0 lb.]

Currency 1gp, 3sp, 7cp

Total Encumbrance 86.0 lb.
Light Load (86 lb maximum)

-------------------------------------------------------------

Appearance/Personality:
Horek is a very large half-orc, showing obvious signs of both sides of his heritage. Standing roughly 6'5" tall and around 260 lb., he sports a coarse beard of black hair and green-grey skin with thick, bushy eyebrows and dark brown eyes. The barbarian favors both a heavy flail and a greataxe, depending on the circumstances of battle, and he fights best when on his own against one or more foes.

Though Horek is easily able to tap into his inner rage during battle, becoming a formidable and intimidating foe, the half-orc has a streak of kindness in his heart that sets him apart from many of his kind. Ever since the death of his parents, he has searched for a sense of belonging that has always eluded him. Perhaps now, in a group of like-minded adventurers, he has found what he's been looking for.

-------------------------------------------------------------

Background:
Like many half-orcs, Horek was born into violence, anger and tragedy. His mother was human, his conception a terrible act of violence when orcs raided several farmsteads northeast of Demgazi, on the southern-most border of Taldor. Though in many similar situations the half-orc might never have been delivered into the world, in this particular case the couple had been unable to conceive a child of their own. And so despite the horrible circumstances of his conception, Horek's birth was considered a bittersweet miracle, though the reclusive couple kept his presence in the small community a closely guarded secret. He grew up loved by his parents, but always with a degree of uneasiness that he never understood until he was old enough to notice how different he was from them in his appearance. Though his parents sheltered him from the horrific details of how he was conceived, still the young half-orc was able to make a few connections that disturbed him greatly.

As Horek grew older, he became strong and healthy, doing chores around the farm, but never within sight of the neighbors, and Horek was lonely for the companionship of others his age. When orcs raided again when he was fifteen years of age, the entire community was destroyed by their predations and his parents were both killed. Horek was captured by his violent half-kin and taken along with the livestock and other valuables obtained in the raid. Over the next two years he was treated brutally by his captors, and he was often used as 'practice' to provide combat testing for the young orc warriors of the Bloody Ear tribe. The only bright spot of these years was the fact that Horek learned how to use weapons, and how to tap the rage that lurked inside of him - though he never lost the spark of goodness that his human parents had instilled in him. Eventually, he was able to overcome the guards that kept him locked him up one fateful night when they had drunk themselves into a near-stupor, fleeing his captors and heading south.

Over the course of the following year, Horek drifted from town to town, avoiding large cities and sticking to the smaller communities in the hopes that he might be able to find a place to settle down somehow. But it was not meant to be, for when he was not actively driven away with bared weapons and murderous cries, the muttered harsh words and angry remarks upon his mixed heritage that followed him would always cause him to seek his destiny elsewhere, moving ever southward in his wandering. In the kingdom of Qadira, Horek has not exactly found acceptance, but he has at least experienced a vague sense of tolerance that he never did in the communities of southern Taldor. Perhaps his crude features are not seen as loathsome by the desert dwellers, who often have dealings with many demi-humans of evil bent when the value of one's coin or service will often overcome any hesitation in doing so. And Horek found that his fighting prowess was valuable indeed, especially among the caravan masters forced to deal with desert brigands and other creatures that crawled beneath or on the surface of the hot, rocky badlands and the sandy dunes of Qadira. The barbarian has also developed an ability to survive in harsh environments and is ever watchful of his surroundings, both qualities that are highly prized among hired guards.

And so it was that eventually, the half-orc barbarian found himself in the capital city of Katheer, hiring on as a guard for a Keleshite caravan headed east toward the central satrapies of the Empire of Kelesh...


Starting Funds: 4d6 ⇒ (6, 6, 2, 5) = 19
190 starting gold

I'll buy equipment shortly, but here are the stats for my halfling rogue, Tollo "Ten-Foot".

Backstory: Tollo hails from a merchant family in Isger. The middle of seven children, Tollo is easily the ugliest and most abrasive of the lot and quickly found himself sidelined in the family business, despite his skill for embellishment. With little else to do, he took up work in a mercenary company as a scout specializing in infiltrating goblin encampments (he already half looks the part and learned the language- why not use it?) and reporting tactical information. It was serving as a mercenary that got him his unfortunate nickname "Ten-Foot" after a fellow soldier rejected his romantic overtures saying,"I wouldn't touch you with a ten-foot pole!" The rest of the company naturally found this hilarious and he's been stuck with the nickname ever since. After a near death experience when his cover was blown, his company signed him up for caravan duty far to the east in Qadira where he's met the rest of the party.

While Tollo can be abrasive, he does genuinely want to help people most of the time and is quite loyal to his friends. He can't help but embellish the truth sometimes, but that's just because he likes spinning a good yarn is all. Honest.

Ten-Foot:
Tollo "Ten-Foot"
Halfling Rogue 1
AL CG Size Small
Init +2 ; Senses , Perception
-------------------------
Defense
AC
hp 8 (-1 Con, +1 Favored Class)
Fort 0, Ref +5 , Will 0
-------------------------
Offense
Speed 20 feet
Melee
Ranged
Special Attacks Sneak Attack +1d6
--------------------------
Statistics
Str 10, Dex 15 , Con 9, Int 13, Wis 8, Cha 8
Base Atk 0 ; CMB -1 ; CMD 11
Feats Deceitful
Skills Acrobatics +8, Bluff +5, Climb +6, Disable Device +6, Disguise +5, Knowledge (Dungeoneering) +5, Perception +5, Sleight of Hand +6, Stealth +10
Modifiers
Languages Common, Halfling, Goblin
SQ Small (+1 AC, -1 CMB and CMD, +4 Stealth), Fearless (+2 saves vs. fear), Halfling luck (+1 all saving throws), Keen Senses (+2 Perception checks), Sure-Footed (+2 Acrobatics and Climb), Trapfinding
Equipment

Scarab Sages

Pathfinder Lost Omens Subscriber

Thanks to everyone who has submitted a PC so far. I've created a spreadsheet to keep track of everyone's characters HERE. (I've also included it in the Campaign "header" above).

Please let me know if I've missed anyone.


Looks like a complete group to me...lol.


That is one well-balanced party!


Timbur's crunch is now in his profile.


Tollo is equipped! And rejoice grognards, he has a ten foot pole!

Ten-Foot:
Tollo "Ten-Foot"
Halfling Rogue 1
AL CG Size Small
Init +4 ; Perception +5
-------------------------
Defense
AC 16 (+3 armor, +2 dex, +1 size)
hp 8 (-1 Con, +1 Favored Class)
Fort 0, Ref +5 , Will 0
-------------------------
Offense
Speed 20 feet
Melee +0 short sword (1d4, 19-20/x2); +0 dagger (1d3,19-20/x2)
Ranged +2 light crossbow (1d6,19-20/x2, 80 feet) 30 bolts
Special Attacks Sneak Attack +1d6
--------------------------
Statistics
Str 10, Dex 15 , Con 9, Int 13, Wis 8, Cha 8
Base Atk 0 ; CMB -1 ; CMD 11
Feats Deceitful
Traits Dirty Fighter (+1 damage while flanking), Reactionary (+2 on initiative)
Skills Acrobatics* +7(+8), Bluff +5, Climb* +5(+6), Disable Device +6, Disguise +5, Knowledge (Dungeoneering) +5, Perception +5, Sleight of Hand +6, Stealth +9 (+10)
Modifiers
Languages Common, Halfling, Goblin
SQ Small (+1 AC, -1 CMB and CMD, +4 Stealth), Fearless (+2 saves vs. fear), Halfling luck (+1 all saving throws), Keen Senses (+2 Perception checks), Sure-Footed (+2 Acrobatics and Climb), Trapfinding
Equipment Small light crossbow, 30 bolts, small dagger, small short sword, studded leather armor, thieves tools, disguise kit, backpack, bedroll, grappling hook, rope (50 ft. hemp), sack (2), waterskin, piton (5), trail rations (10 days), torch (10), flint and steel, 10 foot pole, explorer's outfit
Money 13 gp 5 cp


Since the table is full, I'll go try to find a game somewhere else.

Scarab Sages

Pathfinder Lost Omens Subscriber
John Napier 698 wrote:
Since the table is full, I'll go try to find a game somewhere else.

The table is not full, John. Submissions are allowed until Friday, at which point I will pick 5-6 PCs to take part in the adventure.


I was originally thinking melee, but we have several quality melee characters proposed already.

So with the old-school theme in mind, I will present a half-elf Arcane archer.

He will start out ranger then multiclass wizard, hopefully I can get him done before Friday.


Ok. I think that he is good to go.
I am alternating between going illusions or summons....can't make up my mind.

Scarab Sages

Pathfinder Lost Omens Subscriber
Loges the Wise wrote:

Ok. I think that he is good to go.

I am alternating between going illusions or summons....can't make up my mind.

Illusion would give you more versatility at lower levels, plus 1st-level summons are VERY short.


If I went summons, then I wouldn't even summon until 3rd anyway...it's just deciding on which Spell Focus to take at 1st....how do you adjudicate illusions? CRB states (pg 211) "...they study it carefully or interact with it...". Would you say that would use up a move, or even, a standard action to qualify? I have seen a lot of table variance, concerning illusions.

Scarab Sages

Pathfinder Lost Omens Subscriber

It's a tricky subject. I rule on each thing case by case, but tend to side with the caster.


Fair enough. I shall go with ilusionist. It's my favorite school.


I'll join this. (if I can)

Stiehle:

Who other than you, me and armchair DM have the dragon image?


This will sound crazy I'm sure but I'm going to bow out due to my unfairly high stat rolls. I was thinking about making a rogue to nerf myself but I still just wouldn't feel right about it.

Thanks anyway and good luck to the party! :D

Scarab Sages

Pathfinder Lost Omens Subscriber
Tundran wrote:

This will sound crazy I'm sure but I'm going to bow out due to my unfairly high stat rolls. I was thinking about making a rogue to nerf myself but I still just wouldn't feel right about it.

Thanks anyway and good luck to the party! :D

You're also welcome to re-roll :)


Think I'm going to throw in a monk

4d6 ⇒ (4, 2, 1, 6) = 134d6 ⇒ (5, 6, 4, 3) = 184d6 ⇒ (6, 2, 2, 6) = 164d6 ⇒ (4, 4, 6, 5) = 194d6 ⇒ (6, 5, 2, 5) = 184d6 ⇒ (6, 2, 4, 5) = 17

So thats 12, 15, 14, 15, 16, and 15

Thats workable


Branding Opportunity, thanks for running the game, but I'm not going to get my eldritch archer done in time. good luck all and have a good game.

Scarab Sages

Pathfinder Lost Omens Subscriber

Just a reminder, the deadline for character submission will be tomorrow, September 29th at 8 PM U.S. West Coast time. Get in your proposals before then to be considered!


Was there anything else you needed from my character? I think he is all done now..

Scarab Sages

Pathfinder Lost Omens Subscriber
Drimm Stonehammer wrote:
Was there anything else you needed from my character? I think he is all done now..

A bit of character fluff, and he would be good enough.

Scarab Sages

Pathfinder Lost Omens Subscriber

The time has come, the walrus said, to speak of other things ...

Will the following PCs please head over to the OOC thread to begin The Lost City!

Tollo
Horek Varshot
Loges the Wise
Drimm Stonehammer
Nazard
Zuberi Ogbonna

Thank you to all who showed interest in our game!

RECRUITMENT IS CLOSED

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