D0 Hollow's Last Hope

Game Master Storycrafter

A wilderness and dungeon adventure for 1st level characters.


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Your reasons for being in Falcon's Hollow are varied. Perhaps you have come because someone you trust or serve has directed you here. Perhaps you have come because you believe there may be some coin to glean from serving the unfortunate. Or perhaps you've heard the call of service to help the town rid itself of a recent malady.

In any case, you find yourselves on the path to Falcon's Hollow. Situated just a few miles south of the Darkmoon Vale in Andoran, the town hosts some 1,400 residents. Largely consisting as a community of tradesmen serving the local lumber consortium, you'll find little entertainment and few luxuries. If you aren't already aware before you travel here, word reaches you very quickly of the "affliction". Often describe as a curse, those who have contacted this strange malady are beset by a serious, persistent hacking cough. Likely due to the sparse nature of the town's resources, the mortality rate is reputed to be quite high.

As you enter town and inquire about the affliction, you will hear several things often repeated. The first is that no one is doing much about the affliction except for one woman, the town's herbalist named Laurel. The second thing is that the source of the affliction was likely a fungus growing in a local well -- the later having been recently shut down by the local constable. The third is that there are many people still severely afflicted and several are dying each day.

You find yourselves coincidentally standing near the town center around mid-morning. Each is aware that the other has been making some inquiry and is now aware of the local plight.


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

A tall, solidly built man with thinning brown hair and brown eyes looks intently around the town square. He has come equipped for trouble, carrying a longsword, mace, and shield and wearing armor. He has come asking questions, and he has heard of others in the area asking the same questions. Questions about the disease afflicting so many of the townsfolk.

I thought things were bad in Nirmathas, but in a way, it's far worse here. At least there you could point to the war as the source of trouble. Here it's so much less certain. I know Iomedae sent me to protect these people, but I'm definitely going to need help.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Good cleric, word has fallen onto my ears that you have come to the town's aid as I have. Tobian Myroth approaches the well-armed human with a trace of a faint smile on his face. Tobian Myroth, the pleasure of meeting you in person is mine. I thought it might be wise to pull our resources in this matter so that we might find a quick solution, would you agree?

By looking at the elf before you, he dresses as a merchant or traveller might, but he just doesn't seem quite rugged enough to actually be a merchant of the roads. He carries with him a longsword but dons no armor. He does not have the look of one of the arcane arts but that is not a convincing argument to make either. He looks a little too old, even for an elf, to be a man on his first adventure.

Have you met any of the others that have been called here for aid? You are the first I've been able to speak to myself. Perhaps they have learned something useful. We should seek them out.


Male Human Alchemist (Vivisectionist) 3

Dr. Iverness grimaced and plucked a few stalks of hay out of his hair. He had spent the night in a barn, the only accommodations his increasingly meager funds could manage at this juncture. The night had not been kind to him, as the various draft beasts that shared the building with him made for poor company. It was only marginally better than spending a night on the road but any night out of the elements was an improvement as far as he was concerned.

Now rested, relatively speaking, he could begin his own investigation of the ailment which plagued the town of Falcon's Hollow. Few of the afflicted were willing to allow him to examine them despite his assertions that he was, in fact, a fully trained medical professional. A more cynical man might have chalked such a reaction up to local superstition and paranoia. Regardless, he was soon pointed in the direction of Laurel, a woman who likely filled the role of healer in this town to some extent.

So, the young doctor made his way to Laurel's shop, hoping to find some means of gaining her trust or working out a temporary partnership. Afterwards he might lend his expertise to scouring the well of fungus, all for a reasonable price.


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

"Tobian, it is a pleasure to meet you as well. Oswin Durnhelm is my name, and you have been well informed. I am here in the name of The Inheritor to lend whatever aid I can. I have learned but a little to this point, and you are the first I've met among those of us called here. I would be glad of some additional resources, as I fear this problem is beyond my abilities. I have heard that the local herbalist, Laurel I believe, has been making some efforts to stem the malady. Shall we seek her out, or perhaps wait a short while longer for any others with whom we might make an alliance?"


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Ah yes, the herbalist. No, let us go visit this Laurel while we can. Perhaps others will have already made there way to her as we speak. Lead the way, good man.


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Belrick watches with a wary eye as the two strangers pass within his earshot. Laurel? They seek Laurel, the one whom I owe a life debt? His hand unconsciously strays to his side wincing at the memory. They claim they seek to help... but to what end? Do I really need to get involved?

He considers letting them pass on by. The least I could do is show them to her abode.

Hail strangers! Did I hear you mention Laurel? She is the one who helped bring me back from Pharasma's embrace. A gentle soul that one. I can show you to her domicile should you wish.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Why yes, you know her do you? Are you from this place? Were you infected? Tell us what you know on the way, won't you? The elf holds out his hand in greeting. Tobian Myroth, of no where in particular. This here is my new friend, Oswin Durnhelm. And you are?


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Belrick Argillos. He grasps the outstretched hand after a slight pause in perfunctory greeting. And no, I'm not infected. I live... out there. Belrick makes a sweeping gesture in the general direction outside the motley collection of homes. I know about as much as the rest of you - people getting sick, some say the well-water is poisoned. I wouldn't be here but I had a... mishap. And Laurel was kind enough to administer aid.
There! Her house is the second on the right.


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

"Well met Belrick. I'm glad to hear Laurel was able to get you back on your feet. It sounds as though she is the right person to talk to."

Oswin notices Dr. Iverness approaching the house.

"It appears that we may not be the only interested parties in this matter."

"Good day to you, sir." Oswin says in the direction of the doctor, as he gives him a slight wave of greeting.


Male Human Alchemist (Vivisectionist) 3

"Good day," Dr. Iverness said offhandedly to what he assumed was a polite local and continued on toward the herbalist's place of business. Of course, the day was definitely not 'good' by any stretch of the imagination. People were dying.

He had an awkward moment when he realized his path coincided with that of the man who greeted him. Dr. Iverness also realized that the man and his companions were rather well-armed. A welcoming party from the suspicious locals perhaps? He had seen worse but there was likely a perfectly good reason for such obvious armaments. He rolled his right hand slightly, testing the resistance of the concealed wrist sheath therein.

"I take it you gentlemen have business with Ms. Laurel as well?"


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Indeed we have. We have come to assist with the situation that plagues this place. I assume your business is like ours?


Male Human Alchemist (Vivisectionist) 3

"Indeed," Dr. Iverness said, leaving it at that. He was not much of a conversationalist.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian will follow the others into the building that Laurel resides.


Assuming you all follow Belrick

Creeping ivy and full window boxes cover the façade of the rugged-looking, two-story shop bearing the faded sign “Roots and Remedies.” A line of twenty-some somber townsfolk—some with pale, wheezing children, others seeming to be precipitously near tears—stretches from the open door.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Oh my, it seems that our friend may be quite busy at the moment. Hopefully we can still have a word with her. Perhaps the cleric should take the lead here as you may seem to be less threatening in a situation like this.

What are the conditions of these people compared to what we have heard? Do they have a light case of whatever it is that plagues the town or are some of these cases quite serious?


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Belrick barges past the townsfolk,almost a bit too gruff at times, ignoring any protests. Once inside, he proceeds directly to Laurel who is in the midst of administering to another patient.
The ailment you had mentioned Laurel. These men... Belrick points a hand over his shoulder at Tobian and Oswin. They were in town discussing the sickness and mentioned they were looking for you. Perhaps you could fill them in.

Belrick isn't one for subtleties in dealing with other people since he spends most of his time on his own.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian glances at the others and raises his eyebrow. At least we know who to ask if we need to get something done. The elf will quietly walk up to where the shop owner is and introduce himself and his companions. Umm, errrr.... yes, our friend here is right. We have come to help in whatever way we can. We were hoping that you might have some insight as to what exactly that would be?


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

Oswin is a bit startled by Belrick's aggressiveness, but understands that his own manner is sometimes too deliberate.

"Quite true, ma'am. Please pardon our rash companion here, but we truly do seek to aid the populace. I pledge to defend the people of this town in the name of Iomedae."

Owsin then waits patiently with the others for a response.


Male Human Alchemist (Vivisectionist) 3

Dr. Iverness steps through the crowd, just behind the others and waits for them to finish with Laurel. While he waits, he casts a causal eye over the contents and inhabitants of Laurel's shop and impromptu clinic.

Heal check to identify symptoms: 1d20 + 5 ⇒ (2) + 5 = 7
Knowledge (Nature) check to back it up: 1d20 + 7 ⇒ (10) + 7 = 17
Whelp, he is still relatively fresh.


The smell of burnt earth and spicy incense chokes the air of the cramped, mud-tracked shop. Bunches of dried herbs hang from the ceiling, along with dangling pots, presses, alchemical apparatuses, and glassware of more arcane purposes. Pouches of rare plants, jars of colored glass, and all manner of dried, preserved, and jellied animal parts fill high shelves and tables doing double duty as displays and workspaces. In the shop’s
rear, a rail-thin woman with severe-looking spectacles and hair pulled back tightly busies herself between an overpacked rack of herbs, a table covered in stray powders and measuring equipment, and a pot loudly bubbling over with thick gray froth. Over the din of her work and without looking up, the woman impatiently shouts, “And what’s your problem?”

After your introduction and inquiry

"Well, can't you see them folks you brushed by so rudely have the blackscour taint?! It's generally only fatal to the very old or very young, although as you can see, there's plenty of that sort here clamoring for my help."

"I can see by your appearance that you ain't got the 'taint, and while I don't mind others worshiping whomever they please, Iomodae holds no special favor in this house. Why don't you make yourselves useful and go out and tend to those folk? Can't you see I have enough on my hands without having to waste time on obviously able bodied individuals like your lot?"

Jameson:
Normally, I wouldn't allow a knowledge nature check in place of heal check to identify the disease. But you would have clues that the source is likely fungal in nature, so we'll fly with it for now. Result: you really can't identify a disease here or the true source of the infection, but it does some to affect the respiratory system, and these people are all showing very similar symptoms


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

"Indeed, we can see that you are extremely busy. If we are to lend aid, how can we be most effective? Are healing magics of any use, or perhaps certain herbs or poultices?"

"And what is the source of this foul plague? Perhaps we can lend support in preventing the taint from spreading further."


Male Human Alchemist (Vivisectionist) 3

"I will need supplies if I am to properly address pulmonary distress of this nature. Gloves as well," Dr. Iverness said, calmly searching for any appropriate examination gear. He found himself wishing once again that his own tools had not been stolen outside of Korvosa. They had been a gift and were quite expensive.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Well, yes of course, the cleric has good questions but if you are too busy we can find answers elsewhere. Perhaps the local constable can tell us more about the well.


"Well, if you want to help, you can stir that pot there," she says as she glances at Belrick and points toward a pot containing a roiling mass of stinking green leaves.

When asked about the taint, she responds with, "The source of the taint is the Blackscour fungus. It causes a sickness, almost like any other, but you get the mold growing in you. It starts eating away in your chest and belly and is damned determined to stay. Your body near turns itself insideout trying to hack the stuff up, but all that does is cuts your guts up… bad.”

At Jameson's mention of supplies, she responds with a blank look, "[b]pulmonary distress?" and gives a shrug. She turns back to working at a table behind her.

"Go ahead and talk to the constable if you like. Won't do you no good. He probably doesn't know a fungus from a mushroom.", she says with a small, crooked smile.


Male Human Alchemist (Vivisectionist) 3

Jameson pinched the bridge of his nose as he suppressed a snarky remark. He had to remember where he was and the fact that this woman was likely not taught the same terminology he was.

"Lung problems. Of course, from your description, it seems the fungus is not limited to the patient's lungs. Without invasive surgery, which I doubt either of us have the capacity to perform, we'd likely need large quantities of an anti-fungal agent..." he paused and looked at the waiting crowd.

"I take it you don't have anything like that in the quantities needed." Without waiting for a response, he set his backpack aside and began examining those he could. With limited supplies, the best he could do is try to accurately identify those who did actually have the taint. He would only send those who he was certain did not possess the ailment home. In times of outbreak, a certain level of hypochondria was to be expected in the non-infected population.


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Belrick moves over to the pot containing the leaves and grimaces as he peers in. Using a ladle he starts stirring it vigorously keeping his face averted from the stench as much as possible. You try and help this woman and this is how she shows her appreciation. If it weren't for the fact that she helped me when I needed it I would be long gone... but she's trying my patience...

@GM does Belrick recognize the leaves he's stirring? Please use rolls as applicable.

Knowledge, Nature: 1d20 ⇒ 16
Perception: 1d20 + 8 ⇒ (14) + 8 = 22


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

"Blackscour fungus, eh? Is is common in the area? Do you have any idea where the source of it is?"

Oswin pauses to offer a quiet prayer on behalf of all the afflicted townsfolk.

"Also, if we seek out the fungus, how do we prevent it from infecting us as well?"


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Hmmm, alright. Perhaps I could lend a hand to you, Belrick?

Using Mage Hand I will take over stirring the pot so that we are free to tend to other tasks.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

I will continue to try and make conversation with the woman when I can, trying to find out any more details as to what her opinion is on the plague, how to stop it, where it came from, etc.


Laurel responds to Jameson with, "Anti fungal agent? Um, no. Besides, once they got the sickness, nothing seems to knock it back at all. I've tried quite a few things, I'm just trying to give these good folk what I can and see what good it will do."

Turning to Owsin, she says, "The fungus ain't too common here, no. It surprised us when it showed up, and in the local town well, no less."

Belrick:
As you search your memory of natural things, you seem to recall a nettle of some sort which could be boiled and steeped and was used as a natural cough suppressant.

As Laurel watches Belrick peer into the pot, she says out loud, "Say, you seem like a capable lot. My grandmother left me a book of remedies, and I think there might be something in there that can help. It's a bit more hoojoo than medicine, and hard to make. I have most of the ingredients here, but there's three I don't. Elderwood moss, which I've never heard of, but granny said the stuff only grows on the oldest tree in the forest. A specially pickled root called rat's tail, again, sounds like hoojoo to me. And seven ironbloom mushrooms, stunty little things that only grow in dark places thick with metal, a favorite among dwarves, or so I hear."


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

In order to determine if any of us has heard of these things, what type of check do we need to roll? If its Knowledge Nature or Survival I'm untrained and out of luck. Anything else?


I'll take either skill, actually, although the DC will be quite a bit harder for survival. The DC will be quite high as it is, as these are very rare items that are being mentioned, and very local in nature. You could also just ask, of course.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Gonna have to ask unless somebody else has those skills.


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

It's ok, I will ask her. Should I roll Diplomacy?

Ma'am, not to sound foolish, but we are new in these parts and are not familiar with those ingredients can you describe them to us, or perhaps even sketch them? Maybe we can borrow the book while we attempt to locate them?

Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23


Diplomacy isn't really necessary here as she seems to be warming up to you. In this case, it couldn't hurt, and indeed, your charm seems to really have softened her up quite a bit

Laurel smiles broadly at Oswin after his charming attempt to bargain for further information. "No problem. Ain't too familiar with 'em myself, as I said. As for the elderwood mold, there's gotta be an oldest tree in the vale. Damned if I know where it is, though."

"The rat's tail and mushrooms are even longer shots. Way north, toward the mountains, people say there used to live a bunch of dwarves. They're not there anymore, but I'd be their forges are. If you can find ironbloom anywhere around here, that'd be your best bet."

"As for the rat's tail, who knows? Well. Actually. Ulizmila, the witch that lives deep in the woods might. She's a crafty, mean thing that knows all sorts of strangeness. She might even have one. I don't know what she might want for it, but I doubt it'd come cheap. My grandmother traded her sight to the old crone for a few pages of what she knew, and that was years and years back, and I don't know a soul who got any nicer as they got older."

"If it matters, I'm fixing to make a good deal off this remedy if it works. I can share 45 gold with each of you if we're successful in creating this brew and it helps all these folks. Time's precious, though. Many dying every day, which is bad for business, of course. Can't help 'em if they're dead."

Geography, local, or nature knowledge checks would help in identifying where some or all of these places may be.


Male Human Alchemist (Vivisectionist) 3

Knowledge (Nature): 1d20 + 7 ⇒ (3) + 7 = 10
Ick, only good as an aid another check

"I'm sure I know next to nothing about witches or dwarves but the eldest tree... should be relatively deep within the forest."


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Bah, only have Arcana or History. Not helpful.


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Knowledge, Nature: 1d20 ⇒ 7
Knowledge, Geography: 1d20 ⇒ 6
Knowledge, Local: 1d20 ⇒ 7

A pox on ye, ya cruddy dice

Belrick knits his brows in a frown as he listens to Laurel. Witches and potions and hoojoo. And here I thought she seemed like a capable healer. Sounds like nothing but old wives' tales. I don't think I've ever seen or heard of this witch and I've lived out there - Belrick sweeps his arm and faces the doctor. It's a forest... they're ALL old trees.
Maybe the elf could go talk to the trees and ask them nicely which one's the oldest. A small smirk plays at the corners of his mouth as he looks at Tobian but a sense of decency keeps Belrick from voicing his sarcastic thought out loud.


Seeing the blank looks on your faces, Laurel adds, "Maybe you can go ask Milon Rhoddam. He's an experienced woodsman and probably knows these woods better than most. You can find him at the Consortium Lumber Camp off to the east."

You would generally know there is a lumber camp approximately 12 miles up a road to the east/northeast. At a base speed of 30', this will take you roughly 4 hours to reach at a normal, walking pace.


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

"Well, I seem to remember this lumber camp being a fair distance off. Should we make any preparations before heading out? I may need to return to my lodgings to gather all my equipment, but after that I can be ready to go. There isn't much for sale here anyway."


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Seems to be the best course of action. Let us take our leave and let the woman help these people.


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Belrick turns and heads to the door. I'd rather be out there than in this village anyway. The other three genuinely seem to want to help Laurel. Perhaps there would be strength in numbers... I didn't fare so well out there the last time. At the door, he pauses and looks to the group. I'll wait for you folks at the outskirts of the village. With any luck, we can get to this camp fairly quick. He inclines his head at Laurel Thank you again for the aid, Laurel. I hope I can repay you in some small measure and heads out the door.


Male Human Alchemist (Vivisectionist) 3

"I take it there are unpleasant things out there?" Dr. Iverness ask Laurel in a mostly rhetorical manner, mildly exasperated by everyone's hurry to rush off into the unknown.

"Any chance I could borrow a spare healer's kit? Mine was stolen from me and someone needs to keep these fools alive."


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Fools do not permit their tools of the trade to be lost to thieves, friend. And perhaps you could purchase one, I'm not sure the lady would want her kit to be pinched as well. With a smirk on his face, Tobian then quickly follows the others out the door.


Male Human Alchemist (Vivisectionist) 3

"I may have to educate him later on the exact uses of said tools at a later date," Dr. Iverness said, scowling after Tobian.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

LOL, love it. An angry surgeon with a scalpel is a bad thing.


Male Human Alchemist (Vivisectionist) 3

Oh yes. He is based off a character in a sandbox Pathfinder game a friend of mine ran. He cornered the market in healing items and made it abundantly clear to the others that competition was not acceptable.


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Belrick takes a deep breath as he leaves the village behind him. The air itself is invigorating! Here's to hoping my next venture into civilization doesn't happen for a long time.
He leans back against a tree debating how much time to give the others to either show up or abandon them to their own devices and head back to the forest.


Laurel responds to Jameson with, "Healer's kit? Not sure I know what that is. Here, here is a small bag of common herbs which may aide in your healing efforts should you run into trouble."

Assuming that you eventually regroup and begin to head towards the camp at some point before darkness falls.

GM's screen:

Random encounter along the way: 1d10 ⇒ 7

Please give me an idea on your party's marching order and general action(s).

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Please feel free to post your character data (BB format from Hero Labs is good or feel free to post raw data or even a URL to something you have offsite). I'll try to review them as quickly as you can post them. Don't sweat backstory as much, especially if this is your first PF or first PbP. We can take opportunities to share that as you discover it over time.


Nice to meet Rikkil. Haven't played with Ratfolk before. This outta be interesting. I'll follow up soon with any mechanical issues. I do see you put some thought into a backstory, so thanks for that. Down that road, that may come into play, of course.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

RyckyRych here. This is Tobian Myroth, a pretty straightforward Elven Fire Wizard.

Stat Block:
Tobian Myroth
Male Elf Wizard 1
NG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +4; +2 vs. enchantments, +1 trait bonus vs. divine spells
Immune magic sleep; Resist fire 5, elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Longsword +0 (1d8/19-20/x2)
Special Attacks fire jet (1d6) (7/day) (dc 14)
Wizard Spells Prepared (CL 1):
1 (2/day) Mage Armor, Burning Hands (DC 15), Flare Burst (DC 15)
0 (at will) Read Magic, Detect Magic, Spark (DC 14)
--------------------
Statistics
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Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Scribe Scroll
Traits Focused Mind, History of Heresy
Skills Appraise +8, Knowledge (arcana) +8, Knowledge (history) +8, Linguistics +8, Perception +5, Spellcraft +8 (+10 to determine the properties of a magic item), Use Magic Device +1; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane bonds (object [longsword] [1/day]), elven magic, fire supremacy (fire damage 1), opposition schools (water), specialized schools (fire)
Other Gear Dagger, Longsword, Backpack (empty), Belt pouch (empty), Spell component pouch, Spellbook, 110 GP
--------------------
Special Abilities
--------------------
Arcane Bond (Longsword) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Fire Jet (1d6) (7/day) (DC 14) (Su) 20' line deals 1d6+0 Fire damage and sets targets on fire for 1d6/round Ref halves/negates.
Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage.
Focused Mind +2 to Concentration checks
History of Heresy +1 save vs, divine spells
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Water Classical opposition school for: Fire
Five-Element opposition school for: Fire

You must spend 2 slots to cast spells from the Water school.

As far as a background I do like the idea of just seeing where the module/campaign goes and adjusting. In general, Tobian does not believe that magic is devired from the gods, he does not believe in the gods themselves even. He believes that the mind is the source of our power and that magic flows from within. He was taught to believe in this his entire life and will argue with anyone that opposes that view.

He tries not to look like a wizard, his arcane bond is his longsword. While he can't wear armor he won't be found in flowing robes with stars on them, instead wearing the garb or a traveller on adventure.


I present for your perusal - Belrick, a Human Male Ranger. I'll create an alias if/when accepted. Stat block and brief summary follows:

Background can be flexible but in general, Belrick prefers the wilderness and solitude rather than the bustle of a busy city. He's not the pointiest stick in the armory when it comes to rote memorization but he knows enough to get by on his own and be self-sufficient. After all, one does need ones wits about them to survive on their own in the wilderness. He prefers to blend into his surroundings and track his quarry so he can strike when the time is right relying on his timing rather than brute power.

The rest can be tweaked as necessary. Any feedback appreciated.

Stat Block:

BELRIK
Male Human ranger 1
NG medium humanoid (human)

Init +5; Senses Perception +8,
Languages Common

AC 15, touch 13, flat-footed 12
hp 12 (1 HD)
Fort +3, Ref +5, Will +2

Speed 30 ft. (6 squares)
Melee longsword +1 (1d8/19-20)
Ranged longbow +4 (1d8/x3)
Face 5 ft. Reach 5 ft.

Base Atk +1; Combat Manuever Bonus +1
Atk Options Favored Enemy (Undead) +2,

Str 11, Dex 17, Con 12, Int 10, Wis 14, Cha 14
Special Qualities Bonus Feat, Skilled, Track +1, Wild Empathy +3,

Feats
Alertness, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse

Skills
Acrobatics +3, Bluff +2, Diplomacy +2, Disable Device +4, Disguise +2, Escape Artist +4, Fly +3, Handle Animal +6, Heal +2, Intimidate +2, Perception +8, Perform (Untrained) +2, Ride +3, Sense Motive +5, Stealth +7, Survival +6, Survival (Follow or identify tracks) +7,

Possessions
longsword; leather armor; traveler's outfit; arrows (20); bedroll; flint and steel; Backpack ; Longbow ; Pouch (Belt) ; 44 gp

Special Abilities

Bonus Feat Humans select one extra feat at 1st level.

Favored Enemy (Undead) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.

Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.

Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.


Male Wood Elf Monk AC 16 Passive Perception 13

There is a link in my profile, but I'll put it here as well: http://www.myth-weavers.com/sheetview.php?sheetid=596109


Okay! Here is my character, I tried to emulate the formate of Tobian, SO here is my Paladin, tank defender type!

Cold Eyes
Male Nagaji Paladin 1
LG medium huminoid – reptilian subclass
Init + 8, Low light Vision, Perception + 1

DEFENSE
AC: 20, Touch: 13, FF: 18
HP: 13 (1d10 + 2 cons, +1 favored class)
Fort4, Reflex: 2, Will 2 (+2 to mind and posion based saving throws)

OFFENSE
Speed: 30 feet
Melee
BattleAxe – 4 (1d8 +4) Crit x3 on 20

Stats”
St: 16, Dex 14, Con 14, Int 10, Wis 8, char 16
BAB +1, CMB + 4, CMD 16

Feats: improved initiative
Special abilities:
• Aura of Good
• Detect evil
• Smite evil 1/day
• Low light vision
• Armoured scales +1 natural armour
• Resistant - +2 to saving throws against mind effects and posion
• Serpent sense - +2 to handle animal vs reptiles, +2 to perception checks
Skills: handle animal +7 (+9 vs reptiles), sense motive+ 3
Languages: Common, Draconic

Items:
Battle Axe, Scale mail, Heavy steel shield, backpack, grappling hook, manacles, waterskin, whetstone, rope, trail rations x10, bedroll

Traits
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

Background:
Cold Eyes as typical of many adventurers was orphaned when he was a baby. After his town had been pillaged and destroyed, a passerby noticed the baby. This passerby was a human Paladin, and although he took proper care of the baby he never fully accepted him, and referred to him as cold eyes. 1 year ago that paladin passed away and cold eyes drifted into the world.

please help if i did something wrong!
thank you!

(also I do not know how to do the "hide" box, button, thing. )

Grand Lodge

Male Nagaji Paladin 1 | HP 12/12 | AC 18 | T 12 | FF 16 | CMD 16 |Fort +4 | Ref +2 Will +2 | Init +8 | Perc +1| Sense Motive +3

I figured out how to make an Alias. So from now on Necrotizing Barbarian will be posting as Cold Eyes!
(Thank you ahead of time for the patience)


Necrotizing Barbarian wrote:

please help if i did something wrong!

thank you!

(also I do not know how to do the "hide" box, button, thing. )

GM - Feel free to move this post as its not relevant to the game discussion but rather, intended to help our new user here.

@Necro - to use the spoiler box, bold/italicize your text and use a variety of other functions, check out the little paragraph at the bottom when making your post that reads "How to format your text".

So, for instance, if you wish to add a spoiler box, use:
"[sp0iler]
<enter whatever you want hidden in the box - i.e. your stat block etc>
[/sp0iler]"

-minus the quotation marks and correct spelling for spoiler obviously...

You can also use the PREVIEW buttom just to the left of Submit Post to test whether this works or not. Cheers and good luck.


male Halfling Bard 1[AC:15; FF:13; T:13 / F:+1, R:+5; W:+3/ Init: +2 / Perc: +6]

here are the stats for Fulito dropped back to level 1 (alias had level 3)

Fulito Ferrywarden:

Male Halfling Bard 1
NG Small Humanoid (halfling)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +5, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee Shortsword +0 (1d4-1/19-20/x2) and
. . Unarmed strike +0 (1d2-1/x2)
Ranged Sling +3 (1d3-1/x2)
Special Attacks bardic performance (standard action) (7 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13), bardic performance: inspire courage +1
Bard Spells Known (CL 1):
1 (2/day) Chord of Shards (DC 14), Cure Light Wounds
0 (at will) Summon Instrument, Read Magic, Detect Magic, Light
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 10, Int 16, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats Lingering Performance
Traits Ear for Music (Perform [wind instruments]), Intense Artist (Perform [string instruments], Perform [sing])
Skills Diplomacy +7, Fly +4, Knowledge (geography) +8, Knowledge (local) +8 (+10 on checks that deal with the local art or music scene), Linguistics +7, Perception +6, Perform (sing) +4, Perform (string instruments) +8, Perform (wind instruments) +8, Profession (cook) +4, Profession (scribe) +4, Stealth +10; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling
SQ bardic knowledge, fearless
Other Gear Leather armor, Shortsword, Sling, Sling bullets (10), Backpack (3 @ 1 lbs), Belt pouch (empty), Ink, black, Inkpen, Journal, Musical instrument (Harmonica), 1 GP, 9 SP
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Ear for Music (Perform [wind instruments]) +1 to a chosen Perform skill, +2 to Knowledge (local) checks dealing with the local art or music scene.
Fearless +2 racial bonus vs Fear saves.
Intense Artist (Perform [string instruments], Perform [sing]) Your devotion to Shelyn has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Alias & Profile created for Belrick Argillos.

Back-story:
Belrick groans and tries to sit up in the simple cot as a dull pain pulsates through his side. Glad to have you back in the land of the living. I didn't know if you would make it through the night when the boys brought you in. The woman gives him a comforting smile. You're lucky they found you when they did. Another hour and you would have bled out. You would be sharing your tale with Pharasma instead of yours truly.

Belrick fights through the pain and focuses on his surroundings. A sparse room, simple decorations - likely his savior's home. He gingerly touches the poultice at his side. Perhaps there's some decency left among our kind after all.
The woman notices Belrick's questioning gaze. It was a nasty wound but I managed to stitch it up. The poultice should help with the inflammation. Looks like you had a run-in with something nasty out there!
SomeONE - he killed Remus. Belrick face betrays no expression; ever stoic in the face of adversity. The woman looked at him puzzled. They said you were found alone?
You never hurt anyone Remus, and yet that cur decided you would make good sport. Is it any wonder I would much rather belong to your world than my own? Remus is... was the wolf I travel with. We... understood each other.
The woman clearly doesn't know what to make of Belrick. He senses her consternation. Wouldn't pay to seem ungrateful. After all, she did save my life. And I might as well spend a day or two here to resupply before heading back out. What's done is done ma'am. The past cannot be changed however one badly one may wish it to. You do have my sincerest thanks for tending to my injury.

@GM - If you need the wilderness-loving Belrick to start in a town, he's in town. He owes his savior a debt which he will try to repay if he can (Fetch/Protect/Slay/Find/Escort etc.). If you need him back in the wilderness - he's headed back there a day later. Up to you.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Here.


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Checking in.

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

I'm here too.


Male Human Alchemist (Vivisectionist) 3

This is Ptolmaeus checking in with his alias.


Male Human Alchemist (Vivisectionist) 3

Fun fact, I am actually taking EMT training, so when I make my heal checks I can actually provide accurate descriptions of first aid.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9
Dr. Jameson Iverness wrote:
Fun fact, I am actually taking EMT training, so when I make my heal checks I can actually provide accurate descriptions of first aid.

Hopefully we won't need too much of that!


Male Human Alchemist (Vivisectionist) 3

Oh, come now, I long to full describe the struggles involved in finding and clamping arteries while the rest of you fight off the bugbear. This is about 8% of why my EMT training it so fun.


Fedorean, I'm assuming you'll be posting your synthesist build soon. I've not yet played with a synthesist, but I am well aware of the criticisms levied against them. My hope is that we can still have fun with this and I'm more curious about how the build plays than I am worried about how overpowered it is alleged to be.


Just a heads up -- I'm boarding a flight for Italy in a few hours. I'll be there almost a week, returning on July 5th. I've posted the opening in the gameplay thread, so please feel free to take some time to introduce your characters to each other in any way you see fit. I fully expect to be able to log in and post about 1/day for the next week while I'm there. Tomorrow will be a weird day as I lose 8 hours over the Atlantic, although I do expect to need to kill a few hours Sunday evening trying to beat the jet-lag.

Next Friday will hopefully be the only day I will miss for sure. I have a 5 month old son whom I will be dearly missing and you can bet I'll be pre-occupied with catching up on his week.

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Hey, Storycrafter - have a good trip! I've got two boys myself, ages 4 and 2, so I know how important it is to enjoy some time with them.

I'm wondering a couple quick things - first, knowing little about how different alchemists work, do we have healing via you Ptolemaeus? My cleric is built to do be a secondary front-liner until his casting takes over and then be a support caster more than a healer.

I guess I'm still toying with a barbarian idea, and didn't know if that would fit better - if Belrick is going to be our main hitter then we're good, but if he's going more the archery route, I'm just not sure. I'm fine playing as is, but just wanted to know your thoughts.


Male Human Alchemist (Vivisectionist) 3

I'm going to be relying mostly on heal checks until next level when I can get the infusion discovery then I will be doing quite a bit of focus on the cure spell family. I'll also be constantly crafting potions to hand out to the party.

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Well, I don't want to hold up the game with my own indecision. I might take a dip into fighter a 2nd level. I'm thinking we're all ready to get started.


Story Crafter, Im afraid ill have to sit this one out, Im Gm for the other Hollows last hop, and 2 games of Rise of the runelords, plus playing in PFS First steps..I have too much on my plate at the moment..you wouldnt happen to have any interest in taking over as GM for one of the RotRLs I have would you? Im thinking id like to play in teo and GM two and that would be plenty..but need to find someone to take that over, If I can I will get someone for that, I will gladly play the synthesis build here.


Let me get back to you at the end of the week on the RotRL idea.

For the moment, we'll consider the synthesist out, and if we have to bring him in later, we can bring him in later.


So far so good, gang. I hope we have some fun with this. I'm still very excited about playing this one out even though I'm physically beat here in Milan.

Two general rules I feel I should share with you for your consideration going forward:
- Feel free to be poetic or florid in your detail of your intended actions, but never assume the outcome. This holds true for anything short of trivial things and would include actions that might actually require some sort of skill check. I'm more than happy to embellish fluently on heroic outcomes, or even state outcomes very simply and let you embellish.
- It's almost never a good idea to assume the actions or outcomes of actions for others. This holds doubly true for NPCs.

Doomed Hero's oft-referenced guide is here and is recommended reading, obviously.

Let's play on!


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

You still out there? Just wanting to check though IIRC you were on the road.


Still here. Apologies for the delay. Travel made me wearier than I expected. I'll pick things back up on the gameplay thread presently.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

I will be on vacation starting Saturday and will not be back until the following Saturday evening. However I will have my laptop with me so I should be able to post each day but I'll make no promises. I'll probably will be able to post more this evening in the event something happens.

If you need my character to make an action and I'm not around, feel free to do what you feel is best.


May your time off be enjoyable and relaxing.


It looks like we may have another new player joining us, so I've asked them to post their character details in this thread for some quick review. If any of you have any reservations about someone joining us at this point, please feel free to discuss here or private message me -- I would like to make sure it's fine for you guys if we add someone at this time.

As for having them join the group and adventure, I believe there are plenty of natural ways to introduce them coming up.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Sounds fine to me. BTW, I'm settled in and have wifi working.


Greetings,

I'd like to submit my oracle.

Background

Spoiler:
Lilly was born in a small country village north of the Yondabakari River, which acted as a small pitstop for travellers and merchants between Sandpoint and Nybor. When she was at the age of 7, she had started hearing voices. The voices spoke in both common language as well as a weird language she didn't understand. Telling her parents about it got her weird glances from her them.
It was dismissed as "she wants to get more attention". She was not to bother her parents with "hearing voices, because that sounds crazy". People called the poor girl mad, because there's no such thing as hearing voices. Not to mention Lilly even started talking back to them. One day, she was standing on the town square. She heard so many voices she shouted for the voices to stop. People who saw her then thought she had snapped, the child was surely mad.

Her parents took her to a special house, what she'd later come to call "The house of jailor doctors".
There she'd not bother people with her mad nonsense.
In other words, they took her to an Asylum of sorts. Being locked up, called delusional, having to take potions that "are good for your own health", and being tormented by voices took a toll on the girl's mind. After spending 5 years there under the ineffective "care" of alchemist doctors, her mind started cracking. Her speech became odd, ranging from cryptic at times, to giving nicknames to people rather than ever using their names. She even had a white mouse, which she named mr. Jingles.
At her 18th birthday, another problem occurred. After a tragic death of a patient, strange things started happening. Drafty breezes, objects repositioning themselves. After the doctors consulted a local church, it was clear the Asylum had aquired a poltergeist. But......it resided solely in Lilly's room, as if drawn to her. It would appear it wasn't haunting the Asylum, but Lilly personally. She dubbed him ib (invisible bully) The doctors wanted to take her away to "solve this problem ("while she's alive, she'll be a problem) discreetly". She shouted "go away".... and oddly, the doctors suddenly stood dead in their tracks , with a look of confusion on their faces. Lilly walked out of her room and fled the Asylum. After walking aimlessly in a strange environment, she met a group of travelling performers. They had seen so many things, a poltergeist didn't scare them in the slightest. (But she didn't tell them about the voices, they only knew about the ghost)
Luckily for Lilly, ib comes and goes, instead of continuously messing with her.
With all the ordeals of her past though, still hearing things, she also seeks the reason for hearing voices. The fortuneteller one day noticed Lilly softly muttering something to herself about the voices issue. She said Lilly should seek out any oracles on the travels (go figure..), since they can give insight to strange things. As such, if given the opportunity, Lilly would undertake such travels to understand her condition and come to terms with it.

Stats:

Spoiler:

Full Name : Lilly Hennett

Race : Human

Classes/Levels : Oracle/1

Size : 5.6 ft, slim posture.

Age : 22

Special Abilities: Dark Tapestry

Alignment : CG

Languages : Common, Elven, Basic Lost Tongue (spells of DT are cast in Lost Tongue)

Strenght 10
Dexterity 10
Constitution 11
Intelligence 14
Wisdom 15
Charisma 17

Feats:
Fast Learner— Int 13, human. Gain both +1 skill rank and +1 hit point when you gain a level in a favored class
Fearless Curiosity— Cha 13, human. Gain a bonus against emotion-based effects

Traits:
Defy Madness- Your direct involvement with supernatural and alien forces has left you less vulnerable to the insanity they cause.
You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain. (Since, an already "driven special" mind would be a tad less vulnerable to it)
Combat Reactionary- You gain a +2 trait bonus on Initiative checks.

Heal 1 rank (+6), Sense Motive 1 rank (+6), Disguise 1 rank (+7), Knowledge (Planes) 1 rank (+7), Diplomacy 1 rank(+7), Spellcraft 1 rank(+6)
An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
Favored class bonus: Oracle(+1HP) & +1 skill (Fast Learner)

0-level spells known(4)
Detect Magic
Guidance
Read magic
Stabilize
1-level spells known (2), spells per day 4 DC = 14 (10 + spell level(1) + Cha mod (3)
Command
Obscuring Mist

Bonus spells from Haunted:
Mage hand & ghost sound.

Curse: Haunted
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known

Mystery: Dark Tapestry
http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/o racle.html


What is Lilly's Dark Tapestry revelation?


OK, I had been delaying a little bit trying to find a good and quick way to do maps using this medium. Rather than delay any longer, we'll tackle things with description this go round. If there's any confusion, I'll whip up a map quickly -- I'm pretty confident we can get by without one this time. In the future, I would still like to get a map set up with a grid system.


Gm storycrafter, her 1st revelation is GIft of madness.

Spoiler:
Gift of Madness (Su): You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

She uses support spells, her offensive spells will be mind affecting. (Flavourwise the effect of mind spells looks different from normal description, due to her own eccentricness affecting the spell)
Additionally, i'd flavourwise describe her getting revelations.

Btw, how much gc to spend on gear?


Sounds good on the revelation, thanks.

150 gp to start.


Ill be posting the gear later in the morning, and wait for your "OK"


Inventory, armor and effects.

Spoiler:

Start gold 150

Armor
Studded leather 25gp 20 lb
Buckler 5gp 5 lb

Weapons
Light crossbow 35gp 4 lb
Bolts 20 2gp 2 lb

Hammer, light 1gp 2 lb

Misc
Soap 1cp 1/2 lb
Blanket 5sp 3 lb
Compass 10gp 1/2 lb
(heatstone) 20gp 1 lb
String or twine (50ft) 1cp 1/2 lb
Backpack, common 2gp 2 lb
Pouch, belt 1gp 1/2 lb
Inkpen 1sp --
Vial of Ink 8gp --
Rice paper, 8 sheets 4sp --
2 scroll cases 2gp 1 lb
Torch x2 2cp 2 lb

Food
Bread x2 4cp 1 lb
Meat Street x2 2cp 1 lb
Tea x2 4cp 1 lb

Total money 112gp, 1sp, 4cp
Total money left 37gp, 8sp, 6cp

Total weight 47 lb
Encumbrance lvl medium (L1-33lb)(M34-66lb)(H66lb+)
AC bonus 4(+3+1)
Armor check penalty 2(-1+-1)
Speed 30ft 30ft
Speed 20ft 20ft


Giving Belrick another half day or so before assuming his turn. I believe he mentioned firing an arrow.

Chyrone, please hang on just anther day or so. I believe we can have you join the group by the weekend.


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]
GM Storycrafter wrote:

Giving Belrick another half day or so before assuming his turn. I believe he mentioned firing an arrow.

Yep... my apologies. Rolling now.


Ok GM storycrafter.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

I've been at Space City Con this weekend so posting will be limited until Sunday night.


Male Demihuman

Depending on how you guys are liking the adventure so far, I'm curious about a couple of things. Are you interested in continuing past this adventure? Are you interested in mythic play? Are you having fun (yet)?


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Enjoying the adventure but I will be bowing out after this one sir. Finding the pace a bit... glacial. :)


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

I do not know if I can continue yet and I have no idea about mythic play.


Good feedback, Belrick and Tobian, thanks for sharing it.

Maybe we can pick up the pace a little more, Belrick, and change your mind. I assume you're committed to finishing the adventure out?

As for mythic play, it's part of the recent set of books from Paizo about adding an additional level of play to the game. It is a bit of power creep, but offers additional powers and feats and such and doesn't map directly to XP. In terms of gameplay, it adds additional "epicness" to a campaign.


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Yep - I don't intend on dropping out partway.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Ah I see. Might be interesting to try. As far as the pace, well, its not the slowest I've been in and I have no intention of dropping out.


Sorry about not posting yesterday. Dealing with some sort of infection.

Also as a heads up, I learned I'll be back in Italy on 11/02 through 11/08, so my posting times may be a little off. I'll have wifi at the hotel, though, so I should be able to keep up.


Sorry for the delay. Long and exhausting travel this weekend to Milan, Italy. I'm finally in the hotel and ready to post. Have to step out for a few minutes for a dinner with my colleagues and will post a little later tonight before bed.

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