GM Faelyn' Falcon's Hollow Series

Game Master Faelyn

24th of Lamashan, 4714, 7:00 AM | Falcon's Hollow, a wretched hive of scum and villainy, is the lone bastion of civilization in a dark, violent Vale. Can you hope to tame it?

Goods - 0
Influence - 10
Labor - 0
Magic - 0

XP Tracker - 3935/6000


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M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

I'm in favor of heading back right now. Healing up is fine, but resting or exploring take time.

People are sick and dying back in Facon's Hollow. We shouldn't delay if we can help it.

Grand Lodge

F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4

Ok. Bring that up in character? That's definitely the kind of thing that Caine would say.


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

I did. That's what I said in my last post.


Male Magus 1 - HP 13/13 AC 15 TAC 12 FF 13 | Ft +4 Rf +2 Wi +2 | Init +2 | Perc +1 |

Funnily enough, I remember from my orienteering classes that they would often say, "A map is a good start, but it's not much use without a compass"
But WE have a compass don't we? Since we have Pathfinder members with wayfinders in our midst.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

Nathaniel have you decided on a scar for your near death experience at the hands of Greypelt??


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

I'll think about it


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14
GM Faelyn wrote:
Nathaniel have you decided on a scar for your near death experience at the hands of Greypelt??

"Paws"


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:
GM Faelyn wrote:
Nathaniel have you decided on a scar for your near death experience at the hands of Greypelt??

Should I come up with one too?


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

Oh wait... Yeah, Caine was the one dropped below 0 HP by Greypelt. I was thinking it was Nathaniel for some reason. Nathaniel, you can ignore my last message lol. Very long weekend.


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

Fang marks on the back of left calf and hamstring


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Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

I am headed to Boise (a four hour drive) to celebrate my youngest sons Birthday (he is turning 24) and will be back, I hope, on line on Sunday night.

If I miss anything just drag me along and assume I am calling out Caine every time he steps on a caterpillar.


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

He's older than me! O_O

Have a good time!


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

GM, I don't remember how you handle "resting" in your game.

For spellcasters, do they need 8 hours of actual sleep, or 8 hours of general rest?

In most games I've been "rest" is considered non-strenuous activity like reading, cooking, writing, and even some kinds of crafting. Some GMs don't do it that way, so I figured I'd ask.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

Non-strenuous activity basically. I don't see the need to hobble spellcasters with arbitrary things such as requiring an uninterrupted 8 full hours of sleep.


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

Oh, what I'd give for 8 hours of sleep...


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

Are we rolling hp?


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

Level 2 update:
- Increased Reflex by 1
- Gained Evasion
- Added the rogue talent "Fast Getaway"
- BAB +1
- Added a ton of skills
- Like a ton of skills


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

You can either roll for HP or take the average+1 route. Which would be d6 (3+1), d8 (4+1), d10 (5+1), and d12 (6+1). For low hit die classes the average option is pretty much the best way to go, in my opinion, but not so much with high hit die classes.


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

I'll play safe and take average.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Level 2:
- Bab/Cmb/Cmd: +1
- Will save: +1
- Spell Prepared: 0th level +1: Message
-- Spells per day: 1st +1/day
- Caster Level: +1
- Arcane Reservoir: +1
- 2 new spells learned: Chill touch, Expeditious retreat,
- Skills: +6 points
- Favored Class Bonus: +1 skill point
-- New skills: Appraise, Knowledge (Dungeoneering, Nature, Religion,), Perform (Oratory), Profession (Scribe), Linguistics,
--- New Language: (Dwarven)
Let's roll for hit points! Hp: 1d6 + 2 ⇒ (6) + 2 = 8

Grand Lodge

F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4

OK. What treasure did we get again, so I can figure out what Zilka might want?

I'll take average.

FCB is +1 round of bardic performance.

New spells: Mage Hand, Chord of Shards

skills: +1 bluff, +1 Knowledge (arcana), +1 Knowledge (history), +1 Knowledge (local), +1 Perception, +1 sense Motive, +1 spellcraft, +1 stealth.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

If any of you have Survival as a class skill... I would suggest investing in it...


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

I put a point in it... still isn't a class skill though


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

That's okay. It's good to put some ranks into that skill for this campaign. Lots of wilderness travel.


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

Okay I think I get
+1 fortitude save
+1 Will save
+1 BAB, +1 CMB, +1 CMD
Divine Grace, Lay on Hands (1+3 times per day)
Skill ranks 2+1 (3 total)
HP 6+1+1+7


With more money we can buy things like a masterwork compass, good maps, etc.


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

Taking average +1 HP

BaB +1

Fort +1
Will +1

+3 skill points

Orison spell slot
1st level spell slot

Fervor! (now I'm a real war priest)


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

Don't forget your Background skills, folks!


Male Magus 1 - HP 13/13 AC 15 TAC 12 FF 13 | Ft +4 Rf +2 Wi +2 | Init +2 | Perc +1 |

Well, I'll try rolling this time.
Hp: 1d8 ⇒ 5 +2 Con, +1 Favoured. (Well, that was pointless haha)

+1 BaB
Fort +1
Will +1

+7 Skill points
Orison Spell slot
1st Lv Spell slot
+2 Spells

Spell strike

Grand Lodge

F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4

Oh right we're adding background skills, I forgot!


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

I'm sorry, I think I was not paying attention the first time this was mentioned. Where do I go to learn more about "Background Skills"?


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Here at this link. Background skills

Forgot about the background skills myself.


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

Okay, well, that's going to take me a little while to straighten out, as Nathaniel has mostly background Skills to begin with...


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

Was I supposed to include 2 additional ranks in Background Skills at first level (in addition to the 3 ranks of adventuring skills I started with)?


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Yes, for every level you are to have 2 additional background skill ranks.

Example: A 3rd level ranger would get 6 background skills.

Grand Lodge

F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4

If you've already invested ranks in background skills, you can put ranks in non-background skills to compensate.


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

Turns out that like most of the complex rules for Pathfinder (really, we need two separate, different Skill systems with rules that allow ranks of one to be used for both but ranks of the other to be only used for one, seriously?) I am terrible at figuring these things out (did I mention I am old and started playing D&D when I was 12 years old in 1976?)

But I think this is how it was suppose to be, due to traits, class skills, adventuring skill ranks and background skill ranks I should have had this at first level (3 Adventuring Skill ranks, 2 Background Skill Ranks)

Class Skills (for me Knowledge; Nature, which is an Adventuring Skill, becomes a Class Skill, and Knowledge; Geography, which is a Background Skill, also becomes a Class Skill, both granting a +3 to the Skill Checks

Knowledge Nature (trait, AS/CS): +6 (+1 rank (AS), +3 class skill, +1 Int, +1 trait)
Knowledge, Geography (trait, BS/CS): +6 (+1 rank (AS), +3 class skill, +1 Int, +1 trait)
Profession; Gardener (BS): +1 (+1 Rank (BS))
Handle Animal (BS/CS): +7 (+1 rank (BS), +3 (CS), +3 Chr)
Acrobatics (AS): +3 (+1 rank (AS), +2 Dex, +2 race, -2 armor)

At Second level I would pick up 3 AS ranks and 2 BS ranks

Diplomacy (AS/CS): +7 (+1 rank (AS), +3 class skill, +3 Chr)
Acrobatics (AS): +4 (+1 ranks (AS), +2 race, +2 Dex, -2 armor)
Knowledge Nature (trait, AS/CS): +7 (now) (+1 rank (AS), +3 class skill, +1 Int, +1 trait)
Handle Animal (BS/CS): +8 (now) (+1 rank (BS), +3 (CS), +3 Chr)
Knowledge; History, Darkmoon Vale (trait, BS): +3 (+1 rank (BS), +1 int, +1 trait)

Grand Lodge

F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4

It becomes a lot easier with something like Herolab to do the math for you, but that's pretty much correct, Nat. A couple things: Profession is a class skill for nearly all classes, Paladin included, so you get a +3 to Gardener. Also, in Pathfinder, the need to specify what topics or areas knowledge skills are about has been eliminated, so you don't need to specify Knowedge(History [Darkmoon Vale]), it's just Knowledge (History). Even though the trait Family Hero talks about the Darkmoon value area specifically, the bonus isn't specific to checks about the region.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

That looks good, Nathaniel! And Zilka pretty much covered everything. Do you have any other questions? Let me know when you guys are ready to move on in the Gameplay thread!


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

As for the Knowledge history about Darkmoon Vale bit, it's covered in the link I sent earlier but there's a new skill called Lore which covers a much more focused part of the world or a specific area of knowledge, if you'd prefer that over over knowledge history.

Ready to move on.


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

I like to use the Lore skill if I'm playing a class that doesn't have much in the way of Knowledge class skills. So like Lore (Iomedae) if I'm playing a fighter who came from a religious background.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2
Zilka Hemanax wrote:

OK. What treasure did we get again, so I can figure out what Zilka might want?

I'll take average.

FCB is +1 round of bardic performance.

New spells: Mage Hand, Chord of Shards

skills: +1 bluff, +1 Knowledge (arcana), +1 Knowledge (history), +1 Knowledge (local), +1 Perception, +1 sense Motive, +1 spellcraft, +1 stealth.

Did anyone make up a Loot Tracker by chance?? If not... I'll try to go back through all the loot I posted for you guys and compile it into a spread sheet like I'm doing for our RoW game. My plan is to set it to be edited by you guys that way you guys can add the items to the list as you find them.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

For those of you that were interested in joining my upcoming Strange Aeons AP, feel free to check in Here.


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

I tried to keep track of my own loots, but I didn't for anyone else. Here's the stuff that I have on my sheet that I've picked up during our adventures.

Stuffs:

- Medium sized shortsword
- Masterwork light crossbow (sized small)
- A ring of Torag
- I has a total of 1gp

I think I'll join into this game, if you'll have me. It's a little bad of me to say that, cuz I just left a bunch of games... but I'm weak willed and I am super on board with Strange Aeons, especially with this group of people.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

So very much in for that game. I have been eagerly awaiting it since I first heard news about it.

As for overall loot, I'll probably go back and make a loot tracker of everything we've found in a day or so. Fortunately, unlike some other games I've been in, this game hasn't been ongoing for too long.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

All of you are very welcome to join that game! Obviously things won't kick off for quite some time until the AP is released, but I figured I could at least get the campaign started and we can discuss what all we would like to see there! So feel free to post in the Discussion thread and dot the Gameplay thread if you want.


male

My oldest son and his wife brought another wonderful little girl into the world on Friday, making us grandparents for the second time now. We are taking mom home from the hospital today. Mom and baby are doing great. Happy Father's Day to all the fathers out there.

I should be back to posting game updates tomorrow,


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

Congrats Terquem! And I second Happy Father's Day to all those fathers out there.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Ah geez, I hope I didn't scare people into not saying anything with Zirren's long post before.

Basically, it's him breaking down what he thinks he knows about governments, revolutions, why revolutions normally don't work very well, and then in a round about way listing a few reasons as to how he'd go about in order make it work.

He's mostly talking himself into being in an administrative roll in the way things would be done there, if were to be an overthrowing of the lumber consortium folks here. He'd do everything in his considerable expertise to make it as much a political victory rather than just a vicious ousting that would likely just wait for someone else to come along and set themselves up.


Male Magus 1 - HP 13/13 AC 15 TAC 12 FF 13 | Ft +4 Rf +2 Wi +2 | Init +2 | Perc +1 |

No worries, I was just waiting to see if anyone else had something to say, I felt I had already talked a bit if someone else wanted a chance.

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