
Dungeon Master S |

If you guys scroll up, you'll see a couple of useful links:
Tactical Map: Map for combat. Duh
Handouts: I'll use this for everything from actual handouts within the game to portraits of NPCs so that you have an exact mental image.
Templates: Here is the home of the copy/paste templates for dropping spells. It's far easier than drawing it on the map. The transparency should make life reasonably easy. As we settle in to things I'm sure this will be updated.
XP & Treasure: Open for editing, just fill in the source, amount, and page. Anyone can update it. I'll also leave a sheet open for the treasure you find. For those who don't play a lot of campaign style, treasure can get tricky if not taken care of.

J. A. Chapman |

VAEL BEING A BREWER FOR THE KILLIN GROUND
====================================
Since I'm committing to Vael being the son of a brewer, and that he found a place in Trunau because of his skills, I'm reading up on the process of medieval brewing. I'll get things wrong about it, but I'll give it a whirl.
For flavour purposes I'm thinking his secret family recipe is essentially based on the Clare household Strong Ale recipe found HERE. In game the ale should, of course, be called Oakfist Ale.
In looking at the Player's Guide, I see that the main (only) drinking establishment in town is The Killin' Ground. It's run by Rabus Clarenston, who has the bar mostly to pay for his own distilling of moonshine. Vael would seek him out, make friends, and probably try to secure a job. He'd happily brew Oakfist Ale for the patrons if it meant enough gainful employment to cover living expenses for an average (10gp/month) or worst-case poor (3gp/month) living.
Thoughts?

J. A. Chapman |

VAEL BEFRIENDING AGRIT STAGINSDAR
=================================
Also, I read from the Player's Guide that one of the notable NPCs is Agrit Staginsdar, who owns and runs the House of Wonders (basically the magic shop in town). She's a dwarf, and is married to Sara Morninghawk.
Given that Vael has an interest in magical artifacts (from the Artifact Hunter campaign trait), and because Agrit is a dwarf, I wonder if it'd be okay for her to be someone Vael befriended. He'd probably yearn to have someone he can trade legends with and speak Dwarven to as a reminder of home. How close the friendship is I'm happy to roleplay out or roll for :)
A connection with her might also be a way in which he'd have met Trex's character.
O Benevolent GM, your thoughts?

Dungeon Master S |

VAEL BEING A BREWER FOR THE KILLIN GROUND
====================================
Since I'm committing to Vael being the son of a brewer, and that he found a place in Trunau because of his skills, I'm reading up on the process of medieval brewing. I'll get things wrong about it, but I'll give it a whirl.For flavour purposes I'm thinking his secret family recipe is essentially based on the Clare household Strong Ale recipe found HERE. In game the ale should, of course, be called Oakfist Ale.
In looking at the Player's Guide, I see that the main (only) drinking establishment in town is The Killin' Ground. It's run by Rabus Clarenston, who has the bar mostly to pay for his own distilling of moonshine. Vael would seek him out, make friends, and probably try to secure a job. He'd happily brew Oakfist Ale for the patrons if it meant enough gainful employment to cover living expenses for an average (10gp/month) or worst-case poor (3gp/month) living.
Thoughts?
MY thought is, this is perfect!

Dungeon Master S |

VAEL BEFRIENDING AGRIT STAGINSDAR
=================================
Also, I read from the Player's Guide that one of the notable NPCs is Agrit Staginsdar, who owns and runs the House of Wonders (basically the magic shop in town). She's a dwarf, and is married to Sara Morninghawk.Given that Vael has an interest in magical artifacts (from the Artifact Hunter campaign trait), and because Agrit is a dwarf, I wonder if it'd be okay for her to be someone Vael befriended. He'd probably yearn to have someone he can trade legends with and speak Dwarven to as a reminder of home. How close the friendship is I'm happy to roleplay out or roll for :)
A connection with her might also be a way in which he'd have met Trex's character.
O Benevolent GM, your thoughts?
This also works for me, and means I have some things to do on this side of the screen. I'll get back to you.

Raen Varkath |

I think I've finally settled on a name and I've got the outline of a back story.
If the GM will allow it, I'd like Raen (pronounced like rain) to begin play as a alchemical crafter working with Agrit Staginsdar, both for sale and the town's defense. She first learned wizardry under Agrit's tutelage and, as a curious tinkerer, helps the dwarf identify and/or employ some of the magical oddities the citizens of Trunau recover from lost settlements in the Hold of Belkzen.
As Jeff mentioned, that'd be a good place for her to meet Vael and learn Dwarven from listening to him chat with Agrit, and perhaps some formal training subsequently from one or both of them.
At this point, I'd peg Raen's age at mid- to late-twenties and her residence in Trunau at approximately 6-8 years. Her history before that I will share with the GM.
Thoughts?

Dungeon Master S |

I think I've finally settled on a name and I've got the outline of a back story.
If the GM will allow it, I'd like Raen (pronounced like rain) to begin play as a alchemical crafter working with Agrit Staginsdar, both for sale and the town's defense. She first learned wizardry under Agrit's tutelage and, as a curious tinkerer, helps the dwarf identify and/or employ some of the magical oddities the citizens of Trunau recover from lost settlements in the Hold of Belkzen.
As Jeff mentioned, that'd be a good place for her to meet Vael and learn Dwarven from listening to him chat with Agrit, and perhaps some formal training subsequently from one or both of them.
At this point, I'd peg Raen's age at mid- to late-twenties and her residence in Trunau at approximately 6-8 years. Her history before that I will share with the GM.
Thoughts?
Works for me.

Ushyle |

Ushyle (oo-SHY-leh) has lived in Trunau since he was 8, rescued on the outskirts of town by Fonso and Meri Tomescu, an elderly couple who turned him over to the Sanctuary. His left cheek bore scar — red, in the shape of a rose — that remains there to this day.
When the Tomescus perished in an orc raid three years later, Ushylee insisted on taking up arms with the raiding party and proved his mettle on the hunt. Like all residents, he waited until his twelfth year to get his hopeknife, and has managed on his own ever since; despite his proximity to the faith in Trunau, he never mastered the intricacies the rites and rituals of Iomedae, and found that manual labor suited him far better than the formalities of religion.
Ten years later, he has shown himself to be a stalwart friend and works as a security escort for the Countinghouse, charged with carrying monies back and forth each market day between there and the Barterstones. Known as a quiet man, the few times he has had to show muscle in defense of his charge has left no doubt that he can handle the job.

Dungeon Master S |

Hey everyone, just a heads up, I'll be completely offline from Thursday night until Sunday night. I'm running 3 legs in a relay race that spans more than 200 miles. We run non-stop, so I won't be in any condition to post or check the boards until after sleeping in on Sunday.

Ushyle |
1 person marked this as a favorite. |

Unacceptable.
Kidding aside, I don't know that I could drive 200 miles non-stop, let alone be part of team that runs that. Kudos.

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Whistle Pig is escaped slave from northern Cheliax. He worked for the house of a local slave trader. He was smuggled out of through Misarias by a group weapon runners. Pig is not sure what happened, but a week into the journey, he found himself abandoned in the foothills of the Mindspin Mountains. Knowing something of the Geography of the area, he traveled north until he heard about Trunau from a passing Varisian caravan.
Once in Trunau, Cham Larringfass showed the newcomer around and settled Pig into Ramblehouse. Pig earns a livingn hunting wild game in the field and hills around the town. He also takes his shift in the local militia on patrol and guard duty of those same surrounding lands.

Ushyle |

Ushyle's lifestyle bracket will be somewhere between poor and average. I picture him in a boarding house, but not a separate building. He would likely have a room of his own wherever that might be. Being affiliated with the moneychanger, he lives frugally to avoid any appearance that he might be doing anything dishonest — he may be accepted as a Trunau resident, but it's obvious to him how half-orcs are "noticed" by natives.

Ushyle |

Ushyle knows Whistle Pig, since they both reside in different rooms at the Ramblehouse. They occasionally share a meal together, which gives onlookers no small amount of amusement watching the odd pair. The half-orc pays little attention to such small minds, though, preferring to eat his stew and sip his Jalmeray black tea (considered by others the only thing on which they see him spend more than a copper or two).
Maybe twice a month, they sojourn together on the halfling's hunting excursions; while Ushyle isn't much of a bowman, he's gradually learning to use a crossbow, and besides, there's safety in numbers.

Raen Varkath |

I'm almost ready for a post but it's late and I want to get my first one right. Will probably be Friday or Saturday. Still putting finishing touches on the backstory.

Raen Varkath |

GM, how do you feel about crafting using starting gold? In particular, I'd like to scribe a scroll and make three flasks of acid.
Spellcraft DC 6, Take 10: 10 + 9 = 19
Craft Alchemy DC 15, Take 10: 10 + 9 = 19
Craft Alchemy DC 15, Take 10: 10 + 9 = 19
Craft Alchemy DC 15, Take 10: 10 + 9 = 19

Dungeon Master S |

I'm not a fan of it because at heart I'm a grognard....

Dungeon Master S |

No problem. Since it's pre-game time I'm going with RL=game time.
So once per week in real life I'll toss out a tidbit to people who put an RP post up. It has no mechanical effect, but does help spoon out some backstory/potential hooks.

Raen Varkath |

I'm not a fan of it because at heart I'm a grognard....
No worries, I can ditch the crafting.

Dungeon Master S |

Once we start it's fine though.

Dungeon Master S |

FYI I'll be slow to post until Monday as I'm out of state for a wedding.
Not that it matters much yet. I will, however, be on Slack.
-Posted with Wayfinder

Dungeon Master S |

Just a heads up everyone, I'll be at Carnage on the Mountain this weekend from Friday afternoon until late Sunday. I'll do what I can to post, but I'm likely not going to be able to as I'm running games most slots. Feel free to bot me (unless I'm the GM.)

Dungeon Master S |

So everyone here is a very experienced player with a solid history of play. I can confidently say that everyone will want you to play what makes you happy.

Ushyle |

Seriously, though: Ushyle is currently a Brawler (snakebite striker) who's going to go into Inquisitor (sanctified slayer) at 2nd level. Raen is a Wizard. Vael is a Shaman. Whistle Pig is a Ranger (read as: Matt's latest attempt to make a halfling slinger work).

Ushyle |
1 person marked this as a favorite. |

If we're short anything, it's something else to fill out the front line, as you mentioned; and perhaps a true skill monkey type. But honestly, whatever you want to play is what you should play.

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Stat block below. I have also pinned it in Slack.
Halfling ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129)
CE Small humanoid (halfling)
Init +5; Senses Perception +7
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 10 (1d10)
Fort +3, Ref +6, Will +2; +2 vs. fear
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Offense
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Speed 20 ft.
Melee dagger +4 (1d3+2/19-20) or
short sword +4 (1d4+2/19-20)
Ranged sling +5 (1d3+2)
Special Attacks favored enemy (giants +2)
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Statistics
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Str 14, Dex 16, Con 10, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Large Target
Traits reactionary, talented
Skills Acrobatics +3 (-1 to jump), Climb +5, Disable Device +6, Knowledge (dungeoneering) +6, Knowledge (nature) +3, Perception +7, Perform (wind instruments) +5, Stealth +10, Survival +5; Racial Modifiers +2 Perception
Languages Common, Dwarven, Gnome, Halfling
SQ track +1, warslinger, wild empathy +1
Other Gear studded leather, dagger, short sword, sling, backpack, bedroll, belt pouch, fishhook (2), flint and steel, grappling hook, hemp rope (50 ft.), mug/tankard, sewing needle, signal whistle, string or twine[APG], thieves' tools, thread (50 ft.), trail rations (7), waterskin, whetstone, 71 gp
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Special Abilities
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Favored Enemy (Giants +2) (Ex) +2 to rolls vs. Favored Enemy (Giants) foes.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Large Target +1 precision dam with sling for every size category foe is larger than you.
Track +1 Add the listed bonus to survival checks made to track.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Raen Varkath |

Raen does NOT recognize the name. He's never heard of anyone in Trunau, or otherwise by that name.
Oops. My bad.

Dungeon Master S |

As a reminder, one of my "house" rules is that any character who makes a perception or Disable Device check needs to put his mini on the map where it's taking place. Actually, EVERYONE'S minis must be placed. Traps happen (not here, but it looked like people were placed.) You guys are good here. There are two items of value and some coin. With coin I usually wait until someone collects it before giving a count.

Dungeon Master S |

Cross-posting to all of my games: I'll be pretty much AFK on the 24th and 25th. I'll be back to slow posting on Monday the 26th until Wednesday the 28th. After that I'm back to full speed posting.

Dungeon Master S |

Trunau Magic Item availability list:
1 Kuthon to 7 Kuthon
Minor Items: 3d4 ⇒ (4, 4, 4) = 12
Medium Items: 1d6 ⇒ 5
Minor Items:
1: 1d100 ⇒ 4 Armor/Shield
2: 1d100 ⇒ 1 Armor/Shield
3: 1d100 ⇒ 85 Wand
4: 1d100 ⇒ 58 Scroll
5: 1d100 ⇒ 84 Wand
6: 1d100 ⇒ 2 Armor/Shield
7: 1d100 ⇒ 59 Scroll
8: 1d100 ⇒ 68 Scroll
9: 1d100 ⇒ 39 Weapon
10: 1d100 ⇒ 70 Scroll
11: 1d100 ⇒ 46 Ring
12: 1d100 ⇒ 49 Scroll
Medium Items:
1: 1d100 ⇒ 26 Potion

Dungeon Master S |

Minor Items:
Armor/Shield: Material: 1d100 ⇒ 7 Standard
Armor/Shield: Material: 1d100 ⇒ 74 Standard
Armor/Shield: Material: 1d100 ⇒ 12 Standard
Wand: Spell Level: 1d100 ⇒ 89 Level 2
Wand: Spell Level: 1d100 ⇒ 77 Level 2
Scroll: Spell Level: 1d100 ⇒ 73 Level 2
Scroll: Spell Level: 1d100 ⇒ 87 Level 2
Scroll: Spell Level: 1d100 ⇒ 40 Level 1
Scroll: Spell Level: 1d100 ⇒ 25 Level 1
Scroll: Spell Level: 1d100 ⇒ 35 Level 1
Weapon: Material: 1d100 ⇒ 53 Standard
Ring: Special Qualities: 1d100 ⇒ 96 Standard
Medium:
Potion: Spell Level: 1d100 ⇒ 67 Level 2

Dungeon Master S |

Minor Items:
Standard Armor/Shield: Subgroup: 1d100 ⇒ 14 Lesser
Standard Armor/Shield: Subgroup: 1d100 ⇒ 46 Lesser
Standard Armor/Shield: Subgroup: 1d100 ⇒ 66 Greater
Level 2 Wand:
Level 2 Wand:
Level 2 Scroll:
Level 2 Scroll:
Level 1 Scroll:
Level 1 Scroll:
Level 1 Scroll:
Standard Weapon: Special Properties: 1d100 ⇒ 7 and Subgroup: 1d100 ⇒ 21 Lesser, sheds Light
Standard Ring: Subgroup: 1d100 ⇒ 72 Greater
Medium:
Level 2 Potion:

Dungeon Master S |

Minor Items:
Lesser Minor Standard Armor/Shield: Magic Result: 1d100 ⇒ 46 +1
Lesser Minor Standard Armor/Shield: Magic Result: 1d100 ⇒ 79 +1
Greater Minor Standard Armor/Shield: Magic Result: 1d100 ⇒ 87 Specific Result
Level 2 Wand:
Level 2 Wand:
Level 2 Scroll:
Level 2 Scroll:
Level 1 Scroll:
Level 1 Scroll:
Level 1 Scroll:
Standard Lesser Minor Weapon, sheds Light: Magic Result: 1d100 ⇒ 48 +1
Greater Minor Standard Ring: Magic Result: 1d100 ⇒ 82 Ring of Swarming Stabs
Medium:
Level 2 Potion:

Dungeon Master S |

Picking up where I left off:
Weapons:
Standard Lesser Minor Weapon, sheds Light:Variety: 1d100 ⇒ 50 Martial
Specific type: 1d100 ⇒ 72 Short bow
+1 shortbow, it sheds light like a torch.
Armor:
1. Armor or shield: 1d100 ⇒ 22 Armor
2. Armor or shield: 1d100 ⇒ 83 Shield
3. Armor or shield: 1d100 ⇒ 45 Armor
1. ArmorType: 1d100 ⇒ 67 Splint Mail +1
2. Shield Type: 1d100 ⇒ 29 Light Wooden Shield +1
1. ArmorSpecific: 1d100 ⇒ 76 DESNA! Dragonhide Plate Armor!!!

Dungeon Master S |

Level 2 Wand: Status
Level 2 Wand: Badger's Ferocity
Level 2 Scroll: Aid
Level 2 Scroll: Protection from Chaos, Communal
Level 1 Scroll: Ear Piercing Scream
Level 1 Scroll: Moment of Greatness
Level 1 Scroll: Frostbite
Potion: Owl's Wisdom

Dungeon Master S |

Minor: 3d4 ⇒ (1, 4, 4) = 9
Medium: 1d6 ⇒ 3
Minor items
1: 1d100 ⇒ 46 Ring
2: 1d100 ⇒ 53 Scroll
3: 1d100 ⇒ 21 Potion
4: 1d100 ⇒ 10 Potion
5: 1d100 ⇒ 89 Wand
6: 1d100 ⇒ 9 Weapon
7: 1d100 ⇒ 97 Wondrous
8: 1d100 ⇒ 7 Weapon
9: 1d100 ⇒ 39 Potion
Medium
1: 1d100 ⇒ 86 Wondrous
2: 1d100 ⇒ 70 Staff
3: 1d100 ⇒ 31 Ring
(Minor) Ring: 1d200 ⇒ 60 Ring of Climbing
(Medium) Ring: 1d200 ⇒ 144 Ring of Invisibility
(Minor) Wondrous:Slot: 1d100 ⇒ 4 Belt
(Medium) Wondrous: Slot: 1d100 ⇒ 11 Chest
(Minor) Belt:Specific: 1d200 ⇒ 164 Blink Back Belt
(Medium) Chest: Specific: 1d200 ⇒ 155 http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/shrou d-spectral/]Spectral Shroud
Staff: 1d200 ⇒ 169 Staff of Radiance
Weapon: +2 Shield Spikes
Material: 1d100 ⇒ 42 Standard
Detail: 1d100 ⇒ 82 Standard
Weapon: 1d200 ⇒ 11 +2
Class: 1d100 ⇒ 75 Martial
Specific: 1d100 ⇒ 89 Shield Spikes
Scroll: 1 scroll containing Detect Chaos, Summon Monster II, and Calm Animals
Type: 1d100 ⇒ 77 Divine
Number: 1d100 ⇒ 98 3
Level: 1d100 ⇒ 37 1st
Level: 1d100 ⇒ 95 2nd
Level: 1d100 ⇒ 25 1st
Spell: 1d100 ⇒ 27 Detect Chaos
Spell: 1d100 ⇒ 81 Summon Monster II
Spell: 1d100 ⇒ 6 Calm Animals
Wand: Wand of Wood Shape
Level: 1d100 ⇒ 65 2nd
Spell: 1d100 ⇒ 92 Wood Shape
Potion:
Level: 1d100 ⇒ 24 1st
Level: 1d100 ⇒ 49 1st
Level: 1d100 ⇒ 28 1st
Spell: 1d100 ⇒ 30 Good Berry
Spell: 1d100 ⇒ 9 Cure Light Wounds
Spell: 1d100 ⇒ 8 Cure Light Wounds

Raen Varkath |

Comprehend Languages SCROLL 1d100 ⇒ 32 Available 25 gp
Liberating Command 1d100 ⇒ 44 Available 15 gp Spellcraft: 10 + 11 = 21
See Invisibility 1d100 ⇒ 80 Available 60 gp Spellcraft: 10 + 11 = 21
Web 1d100 ⇒ 45 Available 60 gp Spellcraft: 10 + 11 = 21
Scribe Comprehend Languages to Spellbook from scroll: 10 gp Spellcraft: 10 + 11 = 21
Scribing into spellbook: 4 spells, 1 day
Scribe Comprehend Languages scroll x2: 4 hours 25 gp Spellcraft: 10 + 11 = 21
Scribe Liberating Command scroll: 2 hours 12.5 gp Spellcraft: 10 + 11 = 21
Scribe See Invisibility scroll: 2 hours 75 gp Spellcraft: 10 + 11 = 21
Total expense: 2 days 282.5 gp