Beyond the World's Edge: A Frontier Campaign (Inactive)

Game Master vayelan

Current Encounter: Ruins in the Sogg

Resources:
The Village of Haven

River Delta Regional Map

Downtime Calendar
Rooms and Buildings Guide
Teams and Organizations Guide


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M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

The handsome Shelynite guitarist pulls out a small mirror from his backpack with barely any hesitation and holds the reflection in the indication direction. "What?" He shrugs in an I-can't-help-it sort of way. "To look good in a performance is to enhance it. To not have a mirror is against the teaching of the Eternal Rose, I say."


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

Darygs listens to Olivert's comments and tries not to smile, but can't help but quip "Of course, it is not unusual for one to reflect on religious matters."


A brief golden glow fills in the reversed inscription upon the door before, with the groan of ancient stone, it slides down into the mastaba base of the palace. A thin plume of dust escapes like an exhalation from the now-revealed interior.

You step into the main court and find it to be two stories tall, raising to a corbel arch at its peak. Balconies running along the upper floor look down upon the main court hall. Three-foot-high steps line both the north and south sides of the court, leading up to raised platforms.

The north platform is lined with ten 15 ft. tall columns, carved into the alternating likenesses of giant men and women. The south platform is half as wide and has no columns, but there are five archways at the back of the platform leading to other rooms. A sixth archway seems to have collapsed.

Towards the rear of this chamber is an open, square pit in the floor and, a short distance behind the pit stands a 10 ft. tall clay statue of a bestial, naked man who appears to be half-monkey.

I've updated the encounter map.


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"I really need to start memorizing dancing lights cantrip to cast ahead for the rest of you" He describes what he sees with his dark vision, well, as far as it goes.


M Bronze Dragon, HP 70/70, CMB +8, CMD 20, Init +2, AC 21/12/19, Fort +8, Ref +7, Will +7, Perception +8

Sargon examines the statues with interest.

"How old would these be, i wonder.
But that odd monkey man, could that be one of those spirits?"


The immense statues of forgotten hero-gods are carved from single slabs of the same quarried stone that was likely hewn upriver and floated downriver by barge in ancient times to construct this palace. They are integral to supporting the upper level of the structure, so damaging them could be catastrophic.

The statue of the strange monkey god at the far end of the hall, on the other hand, is sculpted from terracotta. A quick examination suggests that it may be at least partially hollow.

The pit opening before the terracotta statue descends about 20 feet, but rather than ending in some bed of spikes, it instead opens onto a larger chamber within the next level down. From the light filtering down into the shaft, you can see heaped piles of bones upon the floor below.


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

The wizard looks over the monkey god statye, "Strangely hollow? Is anyone good at finding hidden caches?"

He looks over it Perception 1d20 + 2 ⇒ (11) + 2 = 13


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

I can have a look, though I wouldn't say I am, uh a treasure hunter or the like. Mia says in response to Dargys. She will move over and help with inspecting the statue.

take a 10 for 23?


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Perception: 1d20 + 13 ⇒ (17) + 13 = 30

"Aye, step back, step back." Varr said. "If there's anything valuable hidden in there then I'd like a look." The dwarf approached with a critical eye...


You give the statue a thorough examination, but you find no signs of hatches, hinges, or seams on the massive figure.

Through a combination of your knowledge, crafts, and professions, you piece together a hypothesis that this statue is an example of a ritual tradition where a sacrificial animal - or even a person - is sealed inside of a statue or structure as an offering. Material offerings or grave goods may have been interred inside the statue with this sacrifice, but there is no guarantee what you might find should you decide to break it open.

...

Furthermore, besides the pit shaft leading down to the lower level, the columned arcade along the western edge of the great hall leads to a corbel arch with a hallway running towards the back half of this level of the palace.


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"OH well, was idea." He says "We should go on I suppose."


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

"Aye. But let's break it open first. Anything organic inside would have long ago decomposed, and there may be something valuable within. So, stand back..." The dwarf said, as he raised his weapon.


The passage of uncounted centuries, accompanied by the creeping moisture of the surrounding swamp and forest, has taken its toll upon the terracotta statue. Hence, it only takes a couple whacks from Varr's waraxe to split asunder a large cleft in the statue.

Stale air wafts out. Peering inside, you find the mummified remains of a monkey interred within the statue for ceremonial purposes, the meaning of which have been lost to time. Several pieces of electrum jewelry - bracelets, a necklace, and a small tiara - have been placed upon the mummified animal as part of the ritual.


M Bronze Dragon, HP 70/70, CMB +8, CMD 20, Init +2, AC 21/12/19, Fort +8, Ref +7, Will +7, Perception +8

"Well, now we know they held monkeys in high regard. Or this one was a particularly loved animal in the least.", Sargon muses.

"Here is to hoping all mummified corpses stay dead."


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Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

The wizard sees if there is magic on the items. "I am with the dragon. The dead should stay dead. Is better all around that way."

Spellcraft if they are magic, ifthat helps to identify 1d20 + 13 ⇒ (13) + 13 = 26
And for the next item 1d20 + 13 ⇒ (20) + 13 = 33
And the last1d20 + 13 ⇒ (4) + 13 = 17


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

wait, you think... you think that they might not all stay so... natural? Mia stutters a bit at the mention of the possible dead arising.

Mia will follow behind the others though, ready to be in and out before something proves her fears right.


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"Is always a possibility . Where magic and corpses meet, sometimes necromancy arises"


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

"Eh. The dead are just full of magic, aye? A few good swings of an axe or hammer makes them re-dead." He said, as he collected the jewelry. "Now, I'd never...well, usually wouldn't, rob the dead of me own people, ye know? Is it hypocritical. Aye. I know it is. But that's just emotional attachment. For something like this? These pretties don't do anyone good down here, and the people who'd really care are long gone. 'aint nobody going to be crying about their ancestors when they be gone too. So let's put it to good use to make sure that our own people don't starve." He finished, rationalizing his actions to himself as much as he was to the others.


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"Indeed. Sentimentality has it's place, but we must work for the good of the living, not the dead. Besdies, you are only dwarf here. Better you gather any dwarven relics we find than a non dwarf, even by dwarven beliefs, no?"


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Varr laughed ”Haha! I like ye. But case by case basis, aye? Like with all things. Important relics should be treated as such. Gold, gems, jewel encrusted loin cloths? We can divide those out on a fair basis.” He said with a grin.


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

A grin back, tusky though it is, "True. And for myself, and I am not alone in this, but knowledge we could find on this is also a treasure." He admits more soberly, "The engineering alone we've seen is amazing."


Perhaps tragically, none of the jewelry interred with the mummified animal register as magical to Dargys' attuned eyes. If there is a silver lining, besides of course the value of the ancient jewelry itself, it's the fact that the mummified mummy is entirely dead, and not just mostly dead. The creature does not come leaping and shrieking at you with claw-like fingers. Whatever ritual was performed during the interment has kept the body at peace.

The two bracelets are worth 50gp each, the necklace is worth 100gp, and the tiara is worth 200gp.

You have three options to progress: you can explore the rear half of this level, find a way to the upper level, or descend the pit to the lower level.


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"No magic, very sad. But, Mummy is not the rip your face off still animated sort, so I keep my face. Balance." A look over, "Let's check out the rear half of this level." He proposes.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

"No magic? But its worth gold. And aye, lets check the back half. One level at a time. Do this thoroughly and organized."


You round a corner down the narrow side hallway and enter a cluster of ruined chambers that terribly show the torture of passing centuries.

P7
The whole southwest corner of this room has collapsed, leaving a 2 ft tall heap of rubble all along that corner that slopes down into a hole roughly 10 ft wide broken into the floor. The rest of the room is littered with broken, rotten furniture in such shape that their original forms and functions are now unrecognizable.

P8
There are piles of broken slate and moldy wood along the walls of this room and a char-filled fire pit in the center of the room. There is a also circular hole in the ceiling above the fire pit and a jagged scar of a hole in the ceiling over the debris. Dead vines dangle from the holes halfway to the floor.

Please make Perception checks as you enter this new area.


F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50

Perception Claudia, Sargon: 1d20 + 10 ⇒ (5) + 10 = 151d20 + 8 ⇒ (3) + 8 = 11

Claudia had been quiet, taking in the scene.
"Fortunate that anything had remained, even if small in number thus far."


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Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

With plague by his side, it helps, but the wizard doesn't claim to be the most perceptive.

Dark vision though so that's nice, perception: 1d20 + 2 ⇒ (20) + 2 = 22

But this time, he gets a GOOD look, it seems


In the room to the east (P7), Dargys spots some wizened humanoid forms beginning to stir and rise in the dark, shadowy corners of the room.

Meanwhile, Claudia can hear some sort of insect-like skittering coming from the room around the corner to the west (P8).


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"Ah, remember when I was taking about how deadpeople shuffling about when they should stay dead?" He points "I think we are having that problem now."


F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50

Claudia reaches for her bow at Dargys' warning.

"Likewise, i am certain i heard something chittering over in the other room. What do you want to deal first, the walking dead, or vermin?"


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

”Hard. But I say the dead ones. Make them dead again and the bugs may eat them. Distract them with a good meal and they leave us alone, aye?” He shrugged. ”Worth a shot, I’d say.”


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"Do what you like, I will be casting shield regardless." And he does.


Around the corner, you hear the zombies rise to their feet and, with creaking joints and groaning sinews, shamble closer. You will have a scant few seconds before they round the corner.

Zombies Initiative: 1d20 ⇒ 12

You have one round to prepare buffs and ready gear before engaged by the zombies and combat fully begins.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Legacy Weapon (Su) As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

This gives +1 enchantment bonus and undead bane for 1 minute

I had magic weapon up which lasts for 6 minutes and shield of faith which lasts for 6 minutes. Are either of them still up?

Varr gripped his axe with both hands in preparation for the fight to come. The blade glowed a soft blue, as it was filled with energy that would disrupt the necromatic power that imbued the walking corpses.


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

With Dargys it's that Shield spell

The wizard steps back to let more war like types take the lead against the undead, for he is a lowly wizard... who shoots fire, yes, but he is how they say in the great canal city ' fra giley'.


F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50

Claudia casts protection from evil on herself, raising her sword and shield.

AC to 22.


M Bronze Dragon, HP 70/70, CMB +8, CMD 20, Init +2, AC 21/12/19, Fort +8, Ref +7, Will +7, Perception +8

Sargon lets electricity gather up at the back of his throat.

"Just give a sign, i can soften them up."


Five corpses come shambling out into the wide passageway. The bodies are incredibly desiccated, and an untrained eye might easily mistake them for mummies. Twitching and lurching, the come slowly within arms' length and reach for your necks.

The zombies, due to their Staggered trait, can only take a single (move) action on their turn. Go ahead and take your first full actions.


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"Sign is given" The wizard tells the dragon

But also lets loose burning hands to get as many oncoming undead as he can

Burning hands, DC 15 Ref for half, evocation bonus to dmg included 5d4 + 3 ⇒ (3, 2, 4, 1, 2) + 3 = 15


M Bronze Dragon, HP 70/70, CMB +8, CMD 20, Init +2, AC 21/12/19, Fort +8, Ref +7, Will +7, Perception +8

Sargon breathes out, trying to catch multiple targets.

Lightning breath, 60ft line, Reflex 15 for half: 3d4 ⇒ (2, 3, 3) = 8

GM, a breath attack can be used every 1d4 rounds. How would you handle this? Roll a d4 once as measure, or d4 after every time used?


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Mia takes the chance to assume her first wildshape of the day to assume the form of an earth elemental. Noticing the others are keeping at range, she stays near the front but produces a small burning flame in her palm before hurling it towards one of the shambling creatures.

produce flame: 1d20 + 8 ⇒ (1) + 8 = 9 vs touch

damage: 1d6 + 5 ⇒ (1) + 5 = 6 fire

AC is currently 26


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Hit: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Damage: 1d10 + 13 + 3 + 2d6 ⇒ (10) + 13 + 3 + (2, 6) = 34

Confirm: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 2d10 + 32 ⇒ (4, 5) + 32 = 41

Going to go on a limb here and assume that kills a zombie

Varr moved forward to the closest corpse. His axe glowed as he brought it back and around, decapitating the foe.


For breath weapons, I would say roll a 1d4 after use, and that's how many rounds until it recharges.
With the area effect spells being employed, I regret not using the battlemap for this fight; I figured it wouldn't be a very long fight.

Zombie Reflex vs Burning Hands: 1d20 ⇒ 11
Zombie Reflex vs Burning Hands: 1d20 ⇒ 4
Zombie Reflex vs Burning Hands: 1d20 ⇒ 1

Breath Recharge: 1d4 ⇒ 4 = 4 Rounds

Zombie Reflex vs Breath: 1d20 ⇒ 19

Varr pulverizes the cranium of the zombie accosting him, leaving it to crumple into a tangled heap of limbs at his feat.

Dargys incinerates three of the zombies in a surprisingly powerful conflagration.

Sargon grows frustrated as the last undead foe suddenly seems to be nimble only when lurching out of the way of his electric breath. At least he does manage to zap it, even if only slightly.

Likewise, Mia finds disappointment as she stumbles and lobs her ball of flame too high, causing it to explode harmlessly against the ancient brickwork behind the last target.

Only one (wounded) zombie left. Can Olivert or Francoix finish it?


Olivert and Francoix finish off the last zombie, then move to guard the passage at your back, lest some other horror attempt to sneak up from behind.

You can still hear the chittering of the overlarge insects around the corner. The sound grows closer, more insistent as the creatures sense that there are now corpses to devour.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

"Well then, time to feed the beasties." Varr said. "Let's back up. Let them eat, see if they leave. If so, it'll save us some effort."


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"Practical..let's move out of their way so they find the corpses first."


F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50

"Must be some seriously big and disgusting vermin, for this putrid meal."

Claudia takes distance, alongside the others.


You take cover just in time to hear a sudden rush of the enormous centipedes stampeding across the hallway to descend upon the dispatched zombies. Based upon their haste, you can only imagine how long the monstrous insects have been waiting for the chance to feast upon those walking corpses, if only they would stop fighting back.

After a couple minutes, you are satisfied that all the centipedes have migrated and that the way is safe for you to progress.

P8

The room the centipedes vacated appears to be a kitchen. There are piles of broken slate and moldy wood along the walls of this room and a char-filled fire pit in the center of the room. There is a also circular hole
in the ceiling above the fire pit and a jagged scar of a hole in the ceiling over the debris. Dead vines dangle from the holes halfway to the floor.

P9
Adjacent to the kitchen is some manner of shrine. Wooden and stone debris is scattered on the floor of this room, around the smashed remains of a stone statue of a lion.

P10
Finally, in the northeastern corner of this area, you find a room littered with furnishings rotted beyond recognition, save for a wooden chest.


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

Dargys is most curious as to the nature of the shrine moving to take a gander at it. Knowledge Religion1d20 + 9 ⇒ (10) + 9 = 19

"A lion? Interesting."


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Religion Aid another : 1d20 + 4 ⇒ (1) + 4 = 5

”Any idea what they worshiped? Easier to put a price tag on what we find if we can do that.”

Perception on the chest: 1d20 + 13 ⇒ (13) + 13 = 26

Wary of the chest, Varr searched for any dangers before opening it.

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Welcome to the edge of Galt, and say your farewells to Avistan.


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F Human Bard (Archivist) 2 | AC 15, T12, FF 13 | HP 18/18 | F+1, R+5/+9, W+3 | CMB +1, CMD 13 | Init +3, Perc. +5; Speed 30ft | Image of Lena | Bardic Perform 0/6

Hello! :) Thank you to both DMs for selecting Lena for this game. I am looking forward to playing and getting to know the other players/characters and DMs. :)


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

I... I'm honored sirs, truly. I promise I won't let you down!


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

sweet! Hi guys. I'm involved in a couple of other games with Cyrioul and Vayelan and having a blast, so I have great expectations.
I should be done with equipment and everything in the next couple of days (I'd love to say tomorrow, but I'd hate to be wrong about it).


female human rogue 2 | hp 18/18, AC 16, touch 13 FF 13 | CMD 14 | Fort +1, Ref +6, Will +0 | Perception +5, Init +3

I'm in! Thank you for the selection, GM.

Let's all share a little bit about our characters. I'd like to know the kind of crew that we're adventuring with.

Valentina is a phantom thief rogue, which means that she's pretty shit at combat, but she'll be using Diplomacy and Intimidate to debuff enemies by insulting or flustering them.

She's a social activist with good education, a sister she cares very deeply for, and very strong moral fiber.

She was the popular kid in school because she basically participated in every extracurricular and is friendly and charming, but now she's more withdrawn and quiet.

Mechanical niche: Party Face


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

Thanks for selecting me. I'll get an alt created shortly.

EDIT: And done.

As far as his party role goes, Fendir is both a frontliner and a ranged character. He also has a tribe of warriors which will be providing security for the settlement.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Hello all! I'm glad that Sir Dorick Granstead was chosen for this game. I joined one of Vayelan's games and have been thoroughly enjoying it.

Dorick used to be a person of note, serving his Exarch well, fighting in the Taldor Horse and being accepted into the Most Worthy Order of the Lion. And then he got tricked into shaming himself, and then effectively exiled to Galt. Which is almost as good as a death sentence for a blatant servant of a royal hierarchy from a foreign nation. So he's signed up to this expedition to assist a noble while not dying pointlessly. His allegiance and even order might change over the course of the campaign.

In mechanics, Dorick is a superb horseman but also capable off it, with a variety of melee weapons. He will be developing better social skills as he tries to not repeat old mistakes of getting fooled and outmanoeuvred with words. And will be gaining teamwork feats that he'll be able to share with the party, hopefully to great effect!

Edit: I just realised that I have yet to choose a teamwork feat for Dorick for level one. Which currently I can share with ye for three rounds, once a day. Lookout seems like a solid choice but I'm open to suggestions.


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

Hello everyone. Reformed street urchin rogue here. Francoix has left that behind him (he hopes) and is going to either try and set up an inn, tavern, or some form of shop. With his wife.

I look forward to gaming with you all :)


female human rogue 2 | hp 18/18, AC 16, touch 13 FF 13 | CMD 14 | Fort +1, Ref +6, Will +0 | Perception +5, Init +3

I might advise against Lookout, because it's only really useful before combat, which means you'd have to use it before we get surprised, and it only has a 3-round duration.

I'd advise choosing a teamwork feat that:

A.) You can talk another party member into taking on a permanent basis

or

B.) has an immediate effect that happens during combat, such as Precise Strike, Outflank, or Escape Route. I think Escape Route is a solid choice there, because it's situational but can really save a life.


F Human Bard (Archivist) 2 | AC 15, T12, FF 13 | HP 18/18 | F+1, R+5/+9, W+3 | CMB +1, CMD 13 | Init +3, Perc. +5; Speed 30ft | Image of Lena | Bardic Perform 0/6

Lena is a true support character - a jack of all trades with her knowledges, healing, diplomacy, magic (arcane caster) etc - she can aid another and/or stand on her own feet. She is a teacher (she's graduated from one of the finest colleges in Taldor and has taught the children of the nobles after graduation). Lena has business acumen and is passionate about learning and music. She is compassionate and protective of those she takes under her wing (maybe even over-protective due to witnessing her younger brother's death). She can ride and has some skill surviving in the wild. She's also quite graceful on her feet/stealthy. She's a secondary combatant - melee fighter - can fight well enough to help, but she isn't a front-liner. She can provide entertainment via storytelling and singing.

Lena would be great at rallying the community/settlers and bringing them together for the common good.

She wants to open a school for the children of the settlement and any adult who wants to learn.

==========

Addendum: Since we have two rogues in the party, I swapped out Disable Device (and the trait which gave it as a class skill) for a Craft skill and the trait: Inner Beauty.


@Fendir, let's discuss your tribe. What were your ideas?

I was thinking 12 Hobgoblins with an assortment of NPC classes at level 1.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Mia is the true support here. I'm pretty much going to be handing out potions to the party and I'll be focusing on summoning (only 1 creature) and providing some other support with spells.


female human rogue 2 | hp 18/18, AC 16, touch 13 FF 13 | CMD 14 | Fort +1, Ref +6, Will +0 | Perception +5, Init +3
Mia Ravenlock wrote:
Mia is the true support here. I'm pretty much going to be handing out potions to the party and I'll be focusing on summoning (only 1 creature) and providing some other support with spells.

She's got red hair but her name is Ravenlock?

XD


Half-Orc Nature Priest Druid 1 | HP: 25/25 | AC: 17 T: 12 FF: 15 | CMD 17 | Fort +5, Ref +3, Will +8| Init +2, Perc: +10/+12 scavenger; Dkvision | Goodberries n | Status:

Hello folks, I'm DeathQuaker and this here is Kalig the Tireless.

Quote:
Let's all share a little bit about our characters. I'd like to know the kind of crew that we're adventuring with.

Kalig is a half-orc urban druid fascinated with seeking a balance between wilderness and civilization. Someone who has traveled most of her life, she's also just looking for a place that feels like home.

Role-wise she will be full caster (since we have a lot of buffers, probably focusing more on healing/blasting/battlefield control as needed) with melee support (including Trip combat maneuvers eventually). Urban Druids don't get wildshape until 8th level so she will be a less druidy druid in that regard. She also CAN'T do summon nature's ally spontaneously (obviously she has it as a class spell) so Mia's summons will be handy. Kalig as an urban druid has dipped into less typically druidy skills like Diplomacy and Knowledge Local, but is also happy to just chat with the animals and offer wilderness survival advice.

EDIT: Spells are prepped presuming "for the road." If anyone sees anything amiss on the character sheet by all means suggestions and corrections are welcome.


Half-Orc Nature Priest Druid 1 | HP: 25/25 | AC: 17 T: 12 FF: 15 | CMD 17 | Fort +5, Ref +3, Will +8| Init +2, Perc: +10/+12 scavenger; Dkvision | Goodberries n | Status:

Also, GM, a question: I have a pet donkey (not an animal companion) that Kalig uses as a pack-carrier. I assume by default such a creature would know the "work" Handle Animal command.

I would also like to train it to "heel" and "stay." She may or may not have had time to train it -- what is reasonable to assume she had already trained it to do, and otherwise can I work I training it further during the adventure?

Thanks.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

as an addition to me earlier statement. Depending on the situation Mia will have limited blast spells. (she has 1 casting of produce flame, and a potion of firebelly she can use).

she is also a Menhir Savant as I think that was missed in the recruitment description.

She will easily handle any of the forestry stuff with "know nature's paths" spell.

Mia will be more herbology and plant focused as a character, along with focusing on the ancient lay-line magic, but will still be able talk with animals decently well.


@Kalig - Yes, the donkey would know "Work" when you purchased it.
While hastily preparing for the expedition, I'm going to say that you have not had time yet to teach it other commands.

@Mia - Thank you for the reminder about the Menhir Savant archetype. I will keep that in mind as we progress.


Half-Orc Nature Priest Druid 1 | HP: 25/25 | AC: 17 T: 12 FF: 15 | CMD 17 | Fort +5, Ref +3, Will +8| Init +2, Perc: +10/+12 scavenger; Dkvision | Goodberries n | Status:

That's fair. Something to work on during our travels then.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

I have a pony and a light wagon. Just FYI


Welcome, everyone! I'm juggling a toddler at the moment, but I'm writing quickly here to mark this for my campaigns page. I'll catch up to your posts soon!

- GMC


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

Soraya can fill in some arcane magic roles (along with the bards). Right now she's mostly into healing and buff/support, but as she levels, she should have a lot more options available between spells and hexes. I'm planning on the create wondrous item feat as well, possibly the create wands


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

As for the teamwork feats, precise strike is always nice, stealth synergy is a good OoC one too.


I've opened the Gameplay thread, so feel free to now make your in-character entrances and introductions.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Hopefully these PCs will gel!

On teamwork feats, many such as precise strike Dorick doesn't meet the prerequisites, and others don't suit his character. I'll go with escape route so he can cover others if they need an exit.

Edit: Future teamwork fests may be quite different, depending on how Dorick develops!


F Human Bard (Archivist) 2 | AC 15, T12, FF 13 | HP 18/18 | F+1, R+5/+9, W+3 | CMB +1, CMD 13 | Init +3, Perc. +5; Speed 30ft | Image of Lena | Bardic Perform 0/6

@Soraya: I'm sure we can work together with our arcane magic. :) We can also work together when it comes to healing. Lena has a healer's kit with her.

@Sir Dorick: I think Escape Route will certainly do on this adventure. :)


Half-Orc Nature Priest Druid 1 | HP: 25/25 | AC: 17 T: 12 FF: 15 | CMD 17 | Fort +5, Ref +3, Will +8| Init +2, Perc: +10/+12 scavenger; Dkvision | Goodberries n | Status:

Escape Route's good. (I also wouldn't have objected to Lookout, even if it's also circumstantial.) As you meet more prerequisites there will also be more options.


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

outflank is an awesome teamwork feat once you meet the criteria

@Lena: sweet


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Coordinated Charge could be great, but that's one for level ten at the earliest!

All suggestions welcome. And so far so good on the introductions. :)


F Human Bard (Archivist) 2 | AC 15, T12, FF 13 | HP 18/18 | F+1, R+5/+9, W+3 | CMB +1, CMD 13 | Init +3, Perc. +5; Speed 30ft | Image of Lena | Bardic Perform 0/6

Just a courtesy heads up. I'm leaving for an out of town business trip tomorrow morning (my Friday/your Thursday) and it'll be a 3 to 4 hour car trip each way. I will not have time to post tomorrow. I will be returning in the afternoon of the next day (my Saturday/your Friday) and I will catch up then and make any necessary posts. (Yes, I live in the southern hemisphere.) Sorry for the inconvenience.


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |
DM Vayelan wrote:

@Fendir, let's discuss your tribe. What were your ideas?

I was thinking 12 Hobgoblins with an assortment of NPC classes at level 1.

That's kinda where I was at. Most of them would be warriors, with maybe 1 aristocrat to lead them and 1 adept to heal them.


Hmm, rather than an aristocrat, I had thought you would be the tribe's leader.

Would the aristocrat be a relative of Fendir? What is their relationship like?


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |
DM Vayelan wrote:

Hmm, rather than an aristocrat, I had thought you would be the tribe's leader.

Would the aristocrat be a relative of Fendir? What is their relationship like?

For the Aristocrat, I think it would basically be an officer, given how rigid and militaristic Hobgoblin society is. So there are troops, this officer, and myself.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Just to note, my rate of posting will likely be down this weekend.


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

To expand on it some, my thoughts were that it would be a good idea to have someone to command the NPCs if I'm not available to do so.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Under the terms of our arrangement with Aristide, will food and fodder be covered, or are we responsible for our own?

If the latter, how much would we realistically need for that length of caravan journey?

These would determine Dorick's actions next.


Food and fodder will be provided, but anyone capable of hunting and foraging during the journey is encouraged to do so to ensure that the caravan's supplies do not run low.

Any such supplies you have already purchased can be saved for emergencies or for when the settlement site is chosen - or you can use them during the journey to help preserve the communal stock.

FYI, it will take approximately 20 days of travel to reach your destination.


@Fendir - Did you want to fill in details about the tribe (name, history, etc) or did you want to leave that to me?

@Valentina - You can control Mabel.


female human rogue 2 | hp 18/18, AC 16, touch 13 FF 13 | CMD 14 | Fort +1, Ref +6, Will +0 | Perception +5, Init +3

You got it, GM Vayelan.

I've put together a buy-list for supplies:

15gp - collapsible bathtub
0.8gp - iron pot
2gp - crowbar
2gp - shovel
10gp - silk rope
15gp - Medium tent
5gp - pack saddle
4gp - saddlebags
6gp - handaxe
2gp - 2 waterskins

Total: 61.8gp

Valentina will be storing most of her stuff on her horse, naturally. It's too much for her measly 10 Strength. Any other suggestions for things to buy? I have no use for scrolls, and potions are a little to expensive for the gains.


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

I plan to fill in details (including the names of his tribesmen and women) when it becomes pertinent. If you would like a broad overview (I don't have all the details 100% nailed down yet), I can send you a PM with my ideas and thoughts. It should be worth a chuckle, if nothing else.


@Fendir - Please send me a PM. I would like to know your ideas so I can plan accordingly and avoid creating inconsistencies.


F Human Bard (Archivist) 2 | AC 15, T12, FF 13 | HP 18/18 | F+1, R+5/+9, W+3 | CMB +1, CMD 13 | Init +3, Perc. +5; Speed 30ft | Image of Lena | Bardic Perform 0/6

I just recently arrived home from my work trip. I will catch up on all the posts I've missed and then will make a post for Lena as soon as I can.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

I'll try and post today or tomorrow. I'm not sure when I'll get to look over equipment.


Half-Orc Nature Priest Druid 1 | HP: 25/25 | AC: 17 T: 12 FF: 15 | CMD 17 | Fort +5, Ref +3, Will +8| Init +2, Perc: +10/+12 scavenger; Dkvision | Goodberries n | Status:

I forgot to buy a dagger (always handy as a backup) so I've purchased that and added it to my character sheet. Also picking up some wandermeal.

She'll do that at some point during preparations or retcon that she had it--not sure it makes much difference--but I don't feel it necessary to rp it out.


No worries. Minor purchases like that don't need to be played out.


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

I plan to get my dinner scene written up tomorrow.


Just a head's up: GM Cyrioul and I have given permission to one of the players not selected for the party to play an NPC in a sort of occasional "guest star" role.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

I've no issue with that, so long as it makes sense within the game world.


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

Don't bug me none.


Half-Orc Nature Priest Druid 1 | HP: 25/25 | AC: 17 T: 12 FF: 15 | CMD 17 | Fort +5, Ref +3, Will +8| Init +2, Perc: +10/+12 scavenger; Dkvision | Goodberries n | Status:

My only (minor) concern is it's already difficult to keep track of 8 PCs and already a number of NPCs. Mind, I recognize for a caravan story, it makes sense to have a whole bunch of people around. I also presume that 8 people were recruited because sometimes unfortunately players disappear or find themselves unable to stay with the group and have to depart. Still, I'd like to be sure when this person shows up there are contexts that make it easier to react and interact as appropriate (and understanding where there isn't reaction/interaction, it's only because there may be so much else to respond to).


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I agree with your concerns, Kalig. GM Cyrioul and I have already discussed the importance of keeping posting tight during tricky periods, such as combat and the use of Downtime rules.

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