Volcano's Land - Home and Hearth (Inactive)

Game Master Miner Cotren

Darkness surrounds the land where the peoples of Volcano, River, and Forest live under a Fallen Sky.


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I appreciate the heads-up.


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

Is there anything I know about the area?

Untrained Knowledge (Local): 1d20 ⇒ 2

Edit: Hn. Apparently not.


Male LN sylph investigator (empiricist) 1 | HP: 7/7 | AC: 15 (T: 13, F: 12) | CMB: +2, CMD: 15 | F: -1, R: +5, W: +3 | Init: +3 | Perc: +6, SM: +5 | Speed 35ft | Inspiration (1d6): 4/4 | Extracts: 1st 2/2 | Active conditions: None.

Yeah, ok.
So, what do I know about it.

Knowledge (local): 1d20 + 8 + 1d6 ⇒ (16) + 8 + (6) = 30

Edit: added free Inspiration


Osric Ferret wrote:

Yeah, ok.

So, what do I know about it.

[Dice=Knowledge (local)]1d20+8+1d6

Edit: added free Inspiration

Feel free to disseminate this to the party in gameplay.

Osric:
General: The Steam Slums are almost 100% ifrit, as the temperature coming from this scalding part of River is nearly intolerable for the other races. The low visibility due to the steam makes this a high-crime area that is not patrolled much by the guards. The garden street area takes advantage of the heat and humidity by growing exotic plants (flowers, herbs, spices, vegetables, as well as drugs)

Specific: There are guides called "Misters" who have the ability to see through the steam. They are costly, but add a degree of protection against thugs who would ambush an unwary party.

Awesome roll: You happen to have met a Mister on a case in the Steams you worked a few years ago - Franco Leoni. You didn't engage his services, he just happened to be a witness that you questioned - he was helpful. He lived a little west of Garden Street at the time.


Over the weekend, I'm planning on putting the following information in the Campaign Info (so it doesn't get lost in the shuffle):

--Basic timeline of events in the campaign

--NPCs met, probably in chronological order

--Phrases, idioms and words (especially in other languages) that get used often (this can be used as a reference)

Any potentially useful info I'm missing that I should extract from our gameplay thread?


I'm guessing most of us are less available due to Labor Day weekend right now, so if I don't see any new posts by mid-day Monday or so I'll do a "let's get our momentum going again" post.


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

'Asking directly' seemed like a good plan, but I'll let Osric take the lead. Odebie is many things, subtle is not one of them.


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

Sense Motive: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Female NG Ifrit Skald 5 | HP:32/32 | AC: 18 (11 Tch, 17 Fl) | CMB: +3, CMD: 13 | F: +5, R: +5, W: +3 | Init: +1 | Perc: +3, SM: +1 | | Speed 30ft/40ft | Active conditions: None. | Ragesong (14/14); Spells - 1st (5/5); 2nd (3/3) Notebook

Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

Dark Archive

Sunless Citadel Maps

Does Fire Resistance = Heat Resistance in your game? It seems logical, but isn't actually stated anywhere in the rules.


Male sylph Alchemist (mindchemist) 5 | HP -10/33 | AC: 15 T: 13 Fl: 12 | CMB: +4 CMD: 17 | F +5 R +7 W +0 | Init +3 | Perc: -1 SM -1 | Speed 35' | Prepared Extracts: Cure Light Wounds x2, Bomber's Eye, Endure Elements, Jump, Invisibility, Bulls' Strength, Resist Energy | Bomb 8/11 Inspiration 4/4| Active Conditions: Bomber's Eye

Did we have a specified language to use (in Google Translate) for Sylph?


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Male LN sylph investigator (empiricist) 1 | HP: 7/7 | AC: 15 (T: 13, F: 12) | CMB: +2, CMD: 15 | F: -1, R: +5, W: +3 | Init: +3 | Perc: +6, SM: +5 | Speed 35ft | Inspiration (1d6): 4/4 | Extracts: 1st 2/2 | Active conditions: None.

Copied from the Campaign Info tab:

Quote:

Language Formatting:

Ifrit is definitely Italian and it's pretty common for ifrits to throw in certain words of their own language, even when having a conversation in Common.

High Ifrit is Latin. I'm planning on using Vietnamese for Undine. Benthic would best be represented with Simplified Chinese. I wanted to do a Native American language for Oread, but let's keep it simple with something that's on Google translations - Zulu. Sedime is Afrikaans. Irish for Sylph. Welsh for Maker Script.

Arabic for Geni. Amharic for Eleme.


Male sylph Alchemist (mindchemist) 5 | HP -10/33 | AC: 15 T: 13 Fl: 12 | CMB: +4 CMD: 17 | F +5 R +7 W +0 | Init +3 | Perc: -1 SM -1 | Speed 35' | Prepared Extracts: Cure Light Wounds x2, Bomber's Eye, Endure Elements, Jump, Invisibility, Bulls' Strength, Resist Energy | Bomb 8/11 Inspiration 4/4| Active Conditions: Bomber's Eye

Ah, right, I should have looked there first.


spinningdice wrote:
Does Fire Resistance = Heat Resistance in your game? It seems logical, but isn't actually stated anywhere in the rules.

In general yes, but I suppose it depends on the exact case. For instance, ifrits are still vulnerable to the nonlethal damage that occurs from being in extreme heat (though a natural +1 to fortitude saves of that nature might make sense)

Did you have a specific case in mind?


Female NG Ifrit Skald 5 | HP:32/32 | AC: 18 (11 Tch, 17 Fl) | CMB: +3, CMD: 13 | F: +5, R: +5, W: +3 | Init: +1 | Perc: +3, SM: +1 | | Speed 30ft/40ft | Active conditions: None. | Ragesong (14/14); Spells - 1st (5/5); 2nd (3/3) Notebook

I was just curious, lots of places have been described as being hot - and I was assuming it just wouldn't bother an Ifrit until it got really hot, and if that wasn't the case, I'll adjust my thinking/posting accordingly.


Oh no, I completely agree with you. I'm talking about more like almost supernaturally hot (130 F+) This is a steamy jungle-thing to be sure, but nothing to bother an ifrit - you're good to go.


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

I'll be out building a chickey coop for most/all of tomorrow in a part of Appalachia with little cell reception; feel free to bot me if necessary.


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

Forgot to add the bonuses from Fior's song; add one to both attack and damage.


Slightly less than three weeks late:

Timeline

Places

NPCs

Phrases, Idioms

These will also be in the Campaign Info tab for easy access.


Male sylph Alchemist (mindchemist) 5 | HP -10/33 | AC: 15 T: 13 Fl: 12 | CMB: +4 CMD: 17 | F +5 R +7 W +0 | Init +3 | Perc: -1 SM -1 | Speed 35' | Prepared Extracts: Cure Light Wounds x2, Bomber's Eye, Endure Elements, Jump, Invisibility, Bulls' Strength, Resist Energy | Bomb 8/11 Inspiration 4/4| Active Conditions: Bomber's Eye

It amuses me that not a one of us is any good at being scary. Maybe Byron will have to put some skill points in Intimidate so he can tell people all about the interesting effects some compounds have when ingested...


Male LN sylph investigator (empiricist) 1 | HP: 7/7 | AC: 15 (T: 13, F: 12) | CMB: +2, CMD: 15 | F: -1, R: +5, W: +3 | Init: +3 | Perc: +6, SM: +5 | Speed 35ft | Inspiration (1d6): 4/4 | Extracts: 1st 2/2 | Active conditions: None.

Yeah, i apparently didn't think the questioning part of investigation through. I'll probably put some Ranks into Intimidate and Diplomacy next level, but his Charisma is still not great.


Male sylph Alchemist (mindchemist) 5 | HP -10/33 | AC: 15 T: 13 Fl: 12 | CMB: +4 CMD: 17 | F +5 R +7 W +0 | Init +3 | Perc: -1 SM -1 | Speed 35' | Prepared Extracts: Cure Light Wounds x2, Bomber's Eye, Endure Elements, Jump, Invisibility, Bulls' Strength, Resist Energy | Bomb 8/11 Inspiration 4/4| Active Conditions: Bomber's Eye

I probably needed to put point in something other than crafts and knowledges... well, I do have Disable Device and Spellcraft.


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

Yeah... think I'm going to let all you skill monkeys deal with that. Why on earth is two skill points per level a thing?


Female NG Ifrit Skald 5 | HP:32/32 | AC: 18 (11 Tch, 17 Fl) | CMB: +3, CMD: 13 | F: +5, R: +5, W: +3 | Init: +1 | Perc: +3, SM: +1 | | Speed 30ft/40ft | Active conditions: None. | Ragesong (14/14); Spells - 1st (5/5); 2nd (3/3) Notebook

I think there's a reasonable argument for upping all classes by 2/level, but then I like skills.


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

Wouldn't help in this case, but isn't that a less-limited version of Background Skills?


Female NG Ifrit Skald 5 | HP:32/32 | AC: 18 (11 Tch, 17 Fl) | CMB: +3, CMD: 13 | F: +5, R: +5, W: +3 | Init: +1 | Perc: +3, SM: +1 | | Speed 30ft/40ft | Active conditions: None. | Ragesong (14/14); Spells - 1st (5/5); 2nd (3/3) Notebook

Probably, most rl groups I've been in have always taken skills by background rather than strictly by utility - so I've never had the need to restrict/complicate it, I can see how some groups need the extra restriction.
I also got used to playing FantasyCraft which had a minimum of 4+int bonus skills/level, and most classes got more than that, so maybe I got spoiled.


Male LN sylph investigator (empiricist) 1 | HP: 7/7 | AC: 15 (T: 13, F: 12) | CMB: +2, CMD: 15 | F: -1, R: +5, W: +3 | Init: +3 | Perc: +6, SM: +5 | Speed 35ft | Inspiration (1d6): 4/4 | Extracts: 1st 2/2 | Active conditions: None.

I'm going out of town for the weekend. I don't know what my network connectivity will be like. Just FYI.


Thanks for letting us know!


I don't see any responses as of 1030 PM my time, so I'll update tomorrow. Bed time!


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

Mea culpa, a combination of post-exam exhaustion and someone putting a backhoe through the local trunk-line.


Wow, sounds awful! I appreciate the update and the post!


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

Y'all have a real fascination with starting fights in front of lawmen, don'tcha?


Male sylph Alchemist (mindchemist) 5 | HP -10/33 | AC: 15 T: 13 Fl: 12 | CMB: +4 CMD: 17 | F +5 R +7 W +0 | Init +3 | Perc: -1 SM -1 | Speed 35' | Prepared Extracts: Cure Light Wounds x2, Bomber's Eye, Endure Elements, Jump, Invisibility, Bulls' Strength, Resist Energy | Bomb 8/11 Inspiration 4/4| Active Conditions: Bomber's Eye

Byron doesn't always think things through before acting. ;)


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

Whups, Initiative: 1d20 + 1 ⇒ (15) + 1 = 16


To clear up Odebie's comment about the building burning down: Is that Odebie's opinion based on not having seen Alchemist Bombs in action before?

As far as I can tell, Alchemist Bombs don't start fires. Outside of things like burning oil and alchemist's fire (which are, essentially, on fire themselves) instantaneous damage like bombs and spells don't cause fires unless they specifically call it out (like Fireball)

Does that sound reasonable to everyone?


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

Yes, that's entirely his opinion. He has absolutely no idea how or even what Byron is doing with his vials and pipettes.


Female NG Ifrit Skald 5 | HP:32/32 | AC: 18 (11 Tch, 17 Fl) | CMB: +3, CMD: 13 | F: +5, R: +5, W: +3 | Init: +1 | Perc: +3, SM: +1 | | Speed 30ft/40ft | Active conditions: None. | Ragesong (14/14); Spells - 1st (5/5); 2nd (3/3) Notebook

Even in the real world most explosive blasts don't cause fires in general.

Of course it's perfectly within GM's rights to rule that one of these plants or scenery items is particularly flammable.


Suddenly, everyone bursts into flames! Will saves against despair!


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

I'm going to be camping in rural Appalachia leaving Friday and returning Sunday; wanted to give you all some advance notice. I'll be trying to update on my phone but I might not have signal. Feel free to bot me if necessary.


Let me know if you guys need any clarification on the current scene, or if life is busy this particular week. Want to make sure I didn't miss a question somewhere in the Gameplay thread.


Been a little slow this week - just a busy time for everyone, or should I be trying to push the pace a little more?


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

Midterms week at my college, plus the aforementioned camping trip.


Male LN sylph investigator (empiricist) 1 | HP: 7/7 | AC: 15 (T: 13, F: 12) | CMB: +2, CMD: 15 | F: -1, R: +5, W: +3 | Init: +3 | Perc: +6, SM: +5 | Speed 35ft | Inspiration (1d6): 4/4 | Extracts: 1st 2/2 | Active conditions: None.

How would you rule on a Cure Light Wounds extract being used to heal another person? The RAW says that the extract loses potency when it is away from its creator, but what happens if the creator applies it to someone else?


I had to squint for a while at the extract section under Alchemists:

"An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist."

I'm going to rule that only the infusion discovery allows alchemists' and investigators' extracts to be applied to anyone else.


Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

"Somebodies going to emergency / somebody's going to jail..."

Yeah, it's too late and I'm too tired to respond to this meshugganah tonight. Will post tomorrow morning.


Female NG Ifrit Skald 5 | HP:32/32 | AC: 18 (11 Tch, 17 Fl) | CMB: +3, CMD: 13 | F: +5, R: +5, W: +3 | Init: +1 | Perc: +3, SM: +1 | | Speed 30ft/40ft | Active conditions: None. | Ragesong (14/14); Spells - 1st (5/5); 2nd (3/3) Notebook

I can heal, but with only 2 healing spells a day, I'm going to have to be conservative.


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Male LG Oread Paladin (Stonelord) 5 | HP: 16/54 | AC: 17 (13 Tch, 14 Fl) | CMB: +8, CMD: 19 | F: +6, R: +1, W: +6 | Init: +2 | Perc: +10, SM: +9 | Speed 20ft | Stonestrike: 5/5 | Lay On Hands 2/4 | Defensive Stance: 6/8 | Active conditions: Fatigued, 3 rnds remaining

You keep saying this word, "Plan". I'm not familiar with it, could you explain?


Ha. Onward tonight then!


Male LN sylph investigator (empiricist) 1 | HP: 7/7 | AC: 15 (T: 13, F: 12) | CMB: +2, CMD: 15 | F: -1, R: +5, W: +3 | Init: +3 | Perc: +6, SM: +5 | Speed 35ft | Inspiration (1d6): 4/4 | Extracts: 1st 2/2 | Active conditions: None.

I'm going on an unexpected business trip tomorrow morning. I'll be away for the week, back next Thursday. I don't know what my posting schedule will be like while I'm away. No idea about free time or connectivity. Sorry.


I'm just happy you let us know! I'll bot Osric reasonably, if necessary.

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