Falcon's Hallow (Inactive)

Game Master Hokina

Darkmoon Wood's Map
Intro thread
Inventory
Droskar's Crucible
Falcon's Hollow
People and places


151 to 200 of 281 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

It's interesting. As an inquisitor, I probably have the most skill points here... yet have them so spread out I became a jack of a-

Hehehe. Of course I'm a jack of all trades! An inquisitor is the Divine answer to the bard class. No worries, as it seems like I'm doing my job.

And now for the coloration of Zova's eyes:

Brown: Normal

White: Detect Poison

Rainbow/Prismatic: Detect Magic

Blue: Detect Good

Red: Detect Evil

Yellow: Detect Law

Green: Detect Chaos


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Hey sorry guys, work got busy on me and I was totally exhausted. I will do my best to get some posting done tonight. If need be bot me till I do post later.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Perhaps we should head on into another room. I would take point but... seeing as I am the person with a bow, that isn't necessarily the best idea.


There is the room across the way (across from the 1st room that was checked), the hall up north that turns east, and the tower outside.


Male Human Sorcerer (Eldritch Scrapper)/1

I'll take point. Let's check out the room first, then head up north.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

With that magic rest, does that allow us access to 2nd level?


Divine spellcasters normally have a time of day/night they recover their spells.
But other than that you have everything from level 2.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Clerics as far as I know, have a time of day. It doesn't say anything of the sort for inquisitors, but I'm guessing since they are directly related to a deity, it is the same for them. Rangers and druids I'm sure are somewhat like most arcane casters. Oracles on the other hand... are odd. Most have a god who grants them powers, but they don't necessarily WORSHIP that god. There simply is no requirement for them to even have a set of ideals. They sort of just... are. A Lawful Good oracle for example can actually gain their powers from the Chaotic Evil Rovagug. The powers are a curse after all and may in fact be unwanted.

What that says about how they get their spells back is beyond me.

Liberty's Edge

1 person marked this as a favorite.
Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5
PRD wrote:
Time of Day: A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Thats the crux of it, I'm not like most divine spell casters. I don't need to pray for my spells like Ford. I just need to rest, at least thats how I've read it. Since I'm a sorcerer of the divine calibre. But I leave it up to you Hokina


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Personally, I just do it every morning since it just makes sense... unless you are a worshiper of the god of night or something along those lines.

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5

Yeah, I'm sure it's late morning/early afternoon for followers of Cayden Cailen. You know, when they finally regain consciousness.

Grand Lodge

Male Human Brawler 2 / Artificer 10

Had a long day, will post something tomorrow

-Hound

-Posted with Wayfinder

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5

I can no longer see the active map here at work. I will endeavor to look at it when I am at home.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

So in regards to when I pray I'm going with sunset, I like the feel of its relevance as a setting of a day in my mind is the end of a battle and when one needs to be most wary.


Are people having trouble posting or waiting for something?


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

I cannot see where the wolves went on the map, so I guess I'm waiting for one to appear. As a ranged character, I'm not about to run into any unfamiliar rooms first.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

And i was berated when I did go rushing in one time :P


I know someone posted in the chat on the active map doc. But when I checked later the window had crashed. So I don't know what was said or asked.


Hound? Ford? You two have not posted in a few days.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Sorry, I've been out Job hunting. Will post when possible.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Ford where are you?


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

I'm so sorry about missing the surprise round to be honest, I read it and it completely left my mind that I should... actually make an action.


Ford has not posted in over a week. I sent a PM to him. But I have not got any reply.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

I have done the same. I'm sorry I have been on and of myself. I am dealing with the end of school/visiting colleges to make my final decision as to where I want to spend the next 4 years of my life.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

I've been job hunting so thats been taking up most of my time. I will strive to post more often.

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5

As a heads up, I will be leaving early next Wednesday morning for a week and will have no Internet access. I will return the following Tuesday and should begin posting again late that night when I arrive at work.


With Alleran going for a week, Hound and Zova dealing with RL troubles, and Ford not around for a while (I checked a few of his other games, he has not posted in ~20 days I think).

Post when you can as I am checking each day.

If there is anything I am doing or not doing that could help, tell me.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Hok, your doing things fine, for me its RL troubles that are the problem


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Aye, aye, you are a fine GM, better than most I've had. But seriously, real life decided to kick my ass. I've only just posted once in my official PFS game in the past like two weeks.

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5

I think you're doing a fine job with the game. I am leaving a few hours and will be back next week. Chat with you all then.


Male Human Sorcerer (Eldritch Scrapper)/1

Hey gang!

Hey, everybody, really sorry about disappearing like that. Let's just say a series of both fortunate and unfortunate RL events conspired to take me offline for a good long while. However, I have things back under control and should be able to resume play (at least 1 post a day, maybe more)!

Gimme a chance to do some catch up and I can rejoin the team, if you're still going/still have room for me. :)


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Thankfully now that I have my college deposit in (looks like I am headed to Haverford) I can also start up again very soon.

EDIT: WELCOME BACK FORD!!!

Grand Lodge

Male Human Brawler 2 / Artificer 10

Yay the party is back, I still have my RL problems but will do my best to post reliably

-Hound

-Posted with Wayfinder


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Sorry about the delay, got a new job and their keeping me busy. Will do my best till I get into the new schedule.

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5

I am back in town and am heading to the IC thread now.

@Ford - Steel Spells just adds Lead Blades to your spell list. Divine Smith increases the CL by +1 when you cast on a weapon, shield or armour.


Male Human Sorcerer (Eldritch Scrapper)/1

Thanks, Alleran.

I mixed the two up a little. Even so, it should last 8 minutes, if I'm doing my math right. That's, like, 80 rounds of battle. Pretty sure we can beat a little worg in that amount of time, right?

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5
Ford Benett wrote:

Thanks, Alleran.

I mixed the two up a little. Even so, it should last 8 minutes, if I'm doing my math right. That's, like, 80 rounds of battle. Pretty sure we can beat a little worg in that amount of time, right?

Um, three minutes. We're level two.


Male Human Sorcerer (Eldritch Scrapper)/1

Yeah, but I've got Extend Spell and Divine Smith reduces the metamagic cost for spells by 1. So, as long as it affects my weapons, I can basically get Extend Spell for free. ...even so, that should only be 6 minutes. Nevermind on the 8 minutes.

I think.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

*snickers* We are DEFINITELY going into combat now. I don't think he'll react kindly to the "restore the holy forge" seeing as it is his home currently...

Unless... hm, what if we could slowly try to shift the Worg's alignment to Lawful Evil? Convince it that working with us is better than just wanting to just kill us. It would be interesting to try. Perhaps cut a mutually beneficial deal of sorts.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

So, If I am not mistaken, we will all head back then?


Male Human Sorcerer (Eldritch Scrapper)/1

I'm up for it. I think we have enough mushrooms to do the job... and hopefully, nothing attacks us along the way.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Murphey's Law my friend. Murphey's Law. We are liable to get attacked by that dragon we saw earlier.


Male Human Sorcerer (Eldritch Scrapper)/1

Bring it! We're inventive enough to get around it, right?


That was a lot of good d20 rolls. 16,17,16,20,12...


Looking over the map here is what you could do.
You can skip to after the spoilers to know what you need to know. The spoilers are just more details.

It is the night of the 12th of Arodus (August), 4707.
It turns to the 13th about the time the party crosses the river.

Travel stuff details:
In one day of normal travel the party will be able to get to the edge of the woods. Would need 1 more day to get to town. (2 days in all)

On the other hand, It would take one and a half days to get to the lumber camp from a few days ago. They could make it town that way in one more day. (2.5 days in all)

The party can't hustle as it is hard to move thru a forest as such a rate. But can outside of the woods.
In the 2nd case the party could hustle when they get out of the woods. They would hustle for 4 hours (taking 3 nonlethal and being fatigued) and have a single hour of Forced March (DC 10 Con check or take 1d6 nonlethal). (~2 days)

(That could be cut to 1.5 days but the party would likely be fatigued while in the woods.)

In the 1st case of going right to town.n The party could try to travel for longer.following the rules for Forced March.
For each added hour traveled, there is a Constitution check (DC 10, +2 per extra hour).
Fail: take 1d6 nonlethal and is fatigued.

To get to town would take 6 more hours.
So DC: 10,12,14,16,18,20 Con checks


Less detailed version of above:

Heading right to town would normally take two days (coming into town around sun up on the 14th), but if the party pushes it self it can make it midday (on the 13th).
The party would have to make 6 con checks (DC: 10,12,14,16,18,20 Con checks). Each failure would cost 1d6 nonlethal.

Heading to the lumber camp 1st would normally make it take two and a half days to get to town (Midnight on 14th/15th), but a mix of hustling and a forced march the party could make it in two days (about Sunrise on the 14th).
The party would only take 3 nonlethal and fatigued, and only make one DC 10 con check (fail take 1d6 nonlethal).
That could be cut to 1.5 days (~ 2 or 3 AM 14th) but the party would likely be fatigued while in the woods (takes 5 con checks from forced March.

Fastest would be going right to town. The party could risk a lot of nonlethal damage to get there by midday (13th), or not risk it and get there sunrise the day after (14th).

If heading to the lumber camp 1st, they would get to town midnight on the 14th/15th. They could risk a little nonlethal getting there by sunrise on the 14th.
Last, they party could risk a lot of nonlethal and being fatigued while still in the woods to get to town a few hours before sunrise on the 14th.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Only nonlethal damage and fatigue? I certainly know that Zova is willing to risk it. Going straight to town that is. We need this cure in the hands of the herbalist.

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5

I was a bit confused because I had Alleran indicate a route of just off of due south. I went back and looked to see that I said the lumber camp instead of saying Elara's Halfway House, which is what is almost due south. Now Alleran (meaning me) vaguely recalls that the halfway house may be in disuse, but it seems like roughly 14 miles to the halfway house and less than 10 miles on a road (outside of heavy weather) would be the fastest route. Whichever. I think the fastest route with the CON checks is fine.


After re-reading the rules a few things I did pick up a few things.

A) hustling nonlethal doubles each hour. So when I said 3 nonlethal it should be 7 (1,2,4).

B1) While taking the nonlethal makes you fatigue, taking more while fatigue would make you Exhausted. One of the things from exhausted is moving at half speed.

B2) Curing the nonlethal from hustling or forced marches, cures the fatigue.


Elara's halfway House is the local orphanage. Elara opened it near the start of the Goblinblood Wars (4697). It is still very much in use.

The travel length is the same, but trying to join the road does make more sense.

1 to 50 of 281 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Hokina's - Falcon's Hallow Discussion Thread All Messageboards

Want to post a reply? Sign in.