GraveScratches's Untitled Campaign

Game Master GraveScratches


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For general questions/concerns about Trail of the Curseborn.


Inactive

Oop, here we go! Just noticed, fantastic.


Male Human Paladin 5 HP: 49/49 Sanity: 65/65 AC:25 FF:24 TC:12 | F +11 R +7 W +10 | init +1 Perc +10 | L O H 5/6 | Smite Fallen 2/2
Mystery:
HP: 41/41 | Sanity: 60/60 | AC 22 FF 20 TC 12 | F +8 R +7 W +3| init +2| Perc +5

Grave, what do you think we should use for smite/detect? I am not sure how it will best mesh with your world.


Radin: I was thinking we were using detect balance and smite fallen?
Shiruba: Replace knowledge nature with either Folklore: Tonah or Folklore: the fey


Female LG human bard 11/paladin 2 | HP: 87/87 | AC: 26 (19 Tch, 19 Fl) | CMB: +12, CMD: 32 | F: +15, R: +22, W: +17 | Init: +7 | Perc: +15, SM +31 | Speed 30ft | Active conditions: good hope.

Grave, just a heads up... English is not my first language, so please ignore any mistake I might commit. I'm from Brazil and it brings the second issue: tomorrow is the beginning of the Carnaval and it will last until Tuesday. I'm leaving tomorrow to the farm of my girl's family and might not be able to post until Tuesday (even if I'll try to sneak here!).


Inactive

Understood mate, I'll place it in Tonah. And Brazil you say? How interesting. Never knew anyone from down south, just plenty of folk from across the ocean.


Male Human Paladin 5 HP: 49/49 Sanity: 65/65 AC:25 FF:24 TC:12 | F +11 R +7 W +10 | init +1 Perc +10 | L O H 5/6 | Smite Fallen 2/2
Mystery:
HP: 41/41 | Sanity: 60/60 | AC 22 FF 20 TC 12 | F +8 R +7 W +3| init +2| Perc +5

Just confirming that you approve of what I wrote up. It has the potential to be fairly useful for detecting misdeeds and will instantly expose murderers which can be very plot effecting.

Also how do you want to handle autoMatin magic progression and Mystery. Typically you need to invest some in your AC to help keep it alive. My personal thought would be just use Mystery's HD as it will be slower than our level and will not have the +3 of players.


Inactive

To clarify, did the town know of the attack, catch them off guard, or maybe a bit of both?


Radin: You read my mind. I think that seems to be the most sensible way to handle mounts and companions.
Shiruba: The town had very little forewarning of the attack. Adventurers warned the townsfolk scant hours before the attack.
Mila: That is perfectly fine. Being a dyslexic; I'm the last person who can judge spelling or grammar.
Well, it looks like I'm going to push things back until Monday. That will also give me some time to get some more background lore posted.


Just reread my post. Auto Correct sure did a number on the first sentence of my second paragraph. Remind me to double check my posts from my phone.


Inactive

Never, that way we'll receive more hilarity. Also, more time til the game start means more time for us to get to know one another and colaberate about how we all clearly knew one another before the raid started.


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

Yep, having some sort of connection between the party, even if only a few hours long will make things somewhat easier. As far as nationalities we seem to have a few around, I'm from Australia personally.


Male Human Paladin 5 HP: 49/49 Sanity: 65/65 AC:25 FF:24 TC:12 | F +11 R +7 W +10 | init +1 Perc +10 | L O H 5/6 | Smite Fallen 2/2
Mystery:
HP: 41/41 | Sanity: 60/60 | AC 22 FF 20 TC 12 | F +8 R +7 W +3| init +2| Perc +5

US eastern time zone here though I check at many odd hours.


Inactive

Greetings from Texas~


Female LG human bard 11/paladin 2 | HP: 87/87 | AC: 26 (19 Tch, 19 Fl) | CMB: +12, CMD: 32 | F: +15, R: +22, W: +17 | Init: +7 | Perc: +15, SM +31 | Speed 30ft | Active conditions: good hope.

Yeah, not many players from here, since English is not well established as in Europe or even on Central America... but, we do what we can to PBP lol!


True Neutral Female Human (Luthander) Wolf-Shifter 5 ¦ 66 (76)/66 (76) HP ¦ 66/66 Sanity ¦ +9/11 Fort ¦ +7 Reflx ¦ +6 Will ¦ 13/15 Transformation (Hybrid/Wolf) ¦ Condition: Fatigued, 4 minutes

Pacific Standard Time here, to help "balance" things out with the Eastern Standard Time period. :)

Quote:
GraveScratches wrote:
Well, it looks like I'm going to push things back until Monday. That will also give me some time to get some more background lore posted.

Sounds fine by me. ;)

Quote:
Shiruba Dos wrote:
Never, that way we'll receive more hilarity. Also, more time til the game start means more time for us to get to know one another and colaberate about how we all clearly knew one another before the raid started.
Mihai Bo wrote:
Yep, having some sort of connection between the party, even if only a few hours long will make things somewhat easier.

I've no problem with altering or adjusting things on my end (or even passing out other suggestions) so that our backstories will mesh more in line with each other. The Tonah clearly alerted Radin to head towards Mistcrest and it wouldn't be all that much a stretch for the Tonah to help guide/hide Lambri as she was tracking the movements of Dead-Hand's army.

The arrival Mihai's caravan's could've split the local authorities attention so that they might've been just half focused on Dead-Hand's more obvious movements in the area while the other half was focused on keeping order about the town during the celebrations, Shiruba's classes, and entertainment.

Perhaps there might've been a last minute informal agreement between the caravan and Shiruba's class to "share" the town square with one another? Perhaps there was a shifty ambitious, local noble who, aside from being a possible political rival of Mila's adoptive lord, somehow "convinced" the caravan to arrive before Dead-Hand was to arrive in Mistcrest for sinister reasons, like an inside job or greed, or even conspiracy?


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

It is certainly an interesting idea Lambri, although I don't like that Mihai could have been manipulated like that it would explain why his caravan showed up at exactly the WRONG time.


I'm from Ohio myself
Going to leave this for you to decide on what you want to do. I just want to clarify a couple of things.

If any of your characters frequent the region:

This kind of random attack is very out of character for Dead-Hand. He uses violence like a precision weapon. Just enough to instill fear without needless sadism. He is almost businesslike in his pragmatic sociopathy. He exacts tribute in exchange for protection from a few small villages including Mistcrest.

If you can sense the Tonah:

You have been disquited ever since entering Mistcrest. You started by hearing its name on the wind, as you got closer you could feel the trail pulling your forward, but now everything has gone silent and muted. Even before the battle had begun your heart had begun to beat urgently like that of prey who just felt the hot breath of a predator. There was not a doubt in your mind that Mistcrest was a hunting ground.


Inactive

Very interesting... As a monk, I imagine it's more then possible for him to sense the spirits of nature in some way, especially do to his nature as a partial oracle. I imagine it's made him push his classes forward, hoping to teach people all he could before things got worse. That was obviously a bust.

He'd be all the willing to share space with entertainers like Mihai's caravan, though he'd prefer quieter conditions to help people become in tune with their inner selves. With Death's Hand marching, even if he wasn't fully aware, he'd have to make do with less the ideal conditions.

I imagine he'd even have offered to share some stories of his own with people of the caravan, since seeing people in good spirits is something he especially enjoyed. Weather or not he actually got a chance too, well, probably not.


Male Human Paladin 5 HP: 49/49 Sanity: 65/65 AC:25 FF:24 TC:12 | F +11 R +7 W +10 | init +1 Perc +10 | L O H 5/6 | Smite Fallen 2/2
Mystery:
HP: 41/41 | Sanity: 60/60 | AC 22 FF 20 TC 12 | F +8 R +7 W +3| init +2| Perc +5

Mechanics question. What do you want in our profile that is visible on each post?


Health, sanity, saves, daily ability uses (lay on hands, stunning fist) and spells per day.


True Neutral Female Human (Luthander) Wolf-Shifter 5 ¦ 66 (76)/66 (76) HP ¦ 66/66 Sanity ¦ +9/11 Fort ¦ +7 Reflx ¦ +6 Will ¦ 13/15 Transformation (Hybrid/Wolf) ¦ Condition: Fatigued, 4 minutes

Minor character updating:

Skills:

+8 *Acrobatics(Dex): 2 ranks, h/w
+10/11 (8/9 base) *Climb(Str): 2 ranks
+7 *Intimidate(Chr): 2 ranks, h/w
+5 *Knowledge/Folklore: Tonah(Int): 2 ranks
+9 (7 base) *Perception(Wis): 2,ranks, (+1 moon)
+8 *Stealth(Dex): 2 ranks, h/w, (+1 moon)
+9 (7base) *Survival(Wis): 2 ranks, (+1 moon), +11 follow tracks
+8/9 *Swim(Str): 2 ranks
+4(+1 if not a class skill) *Knowledge/Folklore: The Fey(Int): 1 rank
+1 Knowledge/Folklore: Haunts(Int): 1 rank
+3 Diplomacy(Cha): 1 rank, +7 on Wolves
+3 Sense Motive(Wis): 1 rank
+4 Ride(Dex): 1 rank
+4 Escape Artist(Dex): 1 rank
+3 Bluff(Cha): 1 rank
+1 Knowledge/Folklore: Witchcraft(Int): 1 rank
+3 Heal(Wis): 1 rank

Background Skills:

+4 *Craft: Leather(Int): 1 rank
+7 *Handle Animal(Cha): 2 ranks, h/w
+3 Profession: Tanner(Wis): 1 rank
+3 Profession: Trapper(Wis): 1 rank
+2 Knowledge: Geography(Int): 2 rank
+4 *Lore: Luthanders(Int): 1 rank
+4 *Lore: Wolfshifters(Int): 1 rank
+1 Appraise(Int): 1 rank

*=Class Skill, h/w=Usable in Hybrid/Wolf form, moon=during moonlight or 24 hours during the full-moon plus 2 days before/after.

Weapon and Armor list:

MW Falchion+Sawback Sword: 2h wield, +9-10 hit, 2d4+4-6 S dmg, 18-20/x2, 8 lb, 380 gp

MW Composite Longbow (+2str): 2h wield, +9 hit, 1d8+2 P dmg, 20/x3, 110' range, 3 lb, 600 gp

Dagger+Hollow Pommel: 1h wield, +8-9 hit, 1d4+3-4 S/P dmg, 19-20/x2, 10' range, 1 lb, 7 gp

20 Arrows: 3 lb, 1 gp

MW Scale mail Armor: Med., +5 ac, +3 dex, -3 acp/-4base, 20' mv, 30 lb, 200 gp

MW Armored Coat: Med., +4 ac, +3dex, -1acp/-2base, 20' mv, 20 lb, Move action to wear, 200 gp

Equipment list:

MW Backpack: +1 carrying-capacity Str., 4 lb, 50 gp

Cold Weather Clothing+Decorative Trim: +5 Fort. Save vs. cold, (0/7 lb), 10 gp

Blanket: 3 lb, 5 sp

Waterproof Bag: .5lb, 5 sp

Canteen: 1 lb, 2 gp

Flint and Steel: 0 lb, 1 gp,

Whetstone: +1 damage, 1 lb, 2 cp

Hammock: 3 lb, 1sp

Gear Maintenance Kit: 2 lb,5 gp

Mess Kit: 1 lb, 2 sp

Twine/String, 50': .5 lb, 1 cp,

2 Weapon Cords: 0 lb,1 sp each, attached to longbow and falchion

Brooch: 0 lb, 5 sp

Tattoo (3 colors: black/blue, silver/white, copper/red-brown): 0 lb, 3 sp

3 Candles: 0 lb, 1 cp each

(ACG) Animal Call, Duck: 0 lb, 1 sp

(Occ Adv) Incense, 10 sticks: 0 lb, 7 sp

(Fam Folio) Beast Whistle, canine: 0 lb, 5 gp

(RTT) Camouflage Blanket, forest: +2 stealth in forest terrain, 2 lb, 12gp


Inactive

Well, she certainly has a very diverse skill range!


True Neutral Female Human (Luthander) Wolf-Shifter 5 ¦ 66 (76)/66 (76) HP ¦ 66/66 Sanity ¦ +9/11 Fort ¦ +7 Reflx ¦ +6 Will ¦ 13/15 Transformation (Hybrid/Wolf) ¦ Condition: Fatigued, 4 minutes
Quote:
Shiruba Dos wrote:
Well, she certainly has a very diverse skill range!

Heh, figured that those would've been some reasonable skills for her to have, even if some of them wouldn't be very high in terms of the modifiers involved. ;)

One thing that did get slightly altered was the Knowledge:Nature, which seems to have been split into Folklore:Tonah and The Fey; figured they'd both be considered a class skill as a result, since Knowledge:Nature was originally a class skill for the Wolf-Shifter. Always can be changed if needed though upon any pending further clarifications.

Quote:
Mihai Bo wrote:
It is certainly an interesting idea Lambri, although I don't like that Mihai could have been manipulated like that it would explain why his caravan showed up at exactly the WRONG time.

Was kind of throwing stuff out there; another possibility might be that Mihai was fulfilling a previously prearranged commitment to show up in Mistcrest from the Emcha?

As an alternate thought, Lambri could've accompanied Mihai's caravan but that would be more dependent on how well the Calivan and the Luthanders/Wolf-Blooded/Shamans get along.

Would one of the Copper Shamans want to be in such a caravan? If so, Lambri could've been assigned as that Shaman's "bodyguard".

It does kind of take away the balanced part of Radin and Lambri from one corner and Mihai and Shiruba from the other corner though; naturally, Mila would be in the middle of both corners at Mistcrest.

GraveScratches wrote:

Going to leave this for you to decide on what you want to do. I just want to clarify a couple of things.

If any of your characters frequent the region:

** spoiler omitted **

That does put things more in place with the further reveal on Dead-Hand that he could be "reasoned" with... to a limited degree. I take it that he doesn't get along well with Luthanders in general? Could be a good reason for Lambri to keep tabs on his army's movement. I could just as easily imagine other nearby Luthander tribes interested in keeping an eye on him but not all that anxious to give aid to an Alvanen town ("They've got Balefire/Balesmoke... let them deal with with Dead-Hand with their firearms!")


Inactive
Lambri the Wolf-Blooded wrote:
Heh, figured that those would've been some reasonable skills for her to have, even if some of them wouldn't be very high in terms of the modifiers involved. ;)

Shiruba has quite a few skills himself, though much more focused. I'm almost surprised to find how I ended up with so many! In particular, he's great at reading people and his surroundings, the former slightly more so. Nature spirits seemed like more his thing then Fey, so we also have that.

Something I find really funny is how everyone has all this gear, yet Shiruba only has he clothes on his back. You people and you're fancy 'weapons' and mysterious 'armors'.


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

Mihai doesn't have a lot on him when you think about it. And what he does have are what he uses for entertaining the villagers (and possibly for fleecing the nobles).


I like the idea of Lambri protecting someone in the caravan as her copper burden. Copper burdens are designed to keep the wolf shifter in contact with her humanity. Without carrying her weight in copper the wolf shifter may give fully into the red mist.
In addition, the paths the Calivan take are predetermined by the rituals they must perform that have been handed down through the generations. The Emcha is an interpreter because they can see the conduits of energy through the world.
Mihai Bo: Did you decide to go with the secret spirit? If so, I am going to need you to take the hit in sanity
Shiruba: water spirit?


Inactive

Indeed, water spirit. I feel like it can easily mesh with his background and the source of his 'spiritual' abilities. What should I roll in sanity damage? As well, would it be a new total or something recoverable? I suspect the former.


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

San Loss: 1d8 + 5 ⇒ (1) + 5 = 6

Yes, I think I like the idea of the secret spirit. It suits my character and should be good for roleplay hooks.

BTW If the echma interpret the energy flow, does that mean they have some ability to sense the Tonah?


Elcha and Emcha can sense arcane energy flows. The Tonah as spiritual beings, are invisible to them unless they also learn to commune...which is extremely rare.
Also, for a story note. The elders have been having trouble with their sight and even the old pathes seem blurry and indistinct. They are whispers among the Calivan that this is due to the "Second Advent". This is seen as heretical by most Calivan who hold that the Second Advent will only come when Alvara is born again of the blood.
Shiruba: The loss to sanity can be recovered as you're not so much paying a cost for the spirit out of your mind just a mechanical reflection of the fact that the binding process can be quite traumatic sometimes.


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

So just confirming I will be able to communicate to the Tonah once I get some more powerful divinations. For example the actual 'commune with nature' or the 'divination' spell.


Yes, any spell that would allow correspondence with nature.


I finally got the time to write this up. Its the fourth ethnic group native to mainland Korvare. I was hoping to have it up while recruitment was still going on but I was fleshing out the details in my head. Just some more flavor for everyone.

Taraveyn:

Taraveyn
Appearance:
Taraveyn have light complexions somtimes with almost translucent skin. Their eyes are typically light colors with many possessing the red pigmentation of albinism. Their hair is typically blond or even white. They tend to be short, averging just over 5 foot with wiry frames. Fat is not tolerated amongst the Taraveyn because that means a person is taking too much food from the prescious little and is a sure fire way to find oneself rations being cut.
Their pale nature is what often leads outsiders to call them “swamp vampires” or “palewalkers”. Just another thing that sets the people of the southern swamps apart.
In order to compensate for their lack of pigmentation in their hot environment, Taraveyn cover their bodies completely. This is often accomplished by wrapping themselves tightly in clothing woven from the aolis plant. The plant has the added bonus of making them distasteful to the many predators of the swamp but longterm exposure can permantly dye the skin. This leads elder Taraveyn to have dark blue tattoo like patterns all over their skin.
A Taraveyn is almost constantly in motion. They move about and fidget whenever they are not occupied in a task, and any moment they are not sleeping they continually check behind them to make sure they are not being snuck up on. Even with all of this motion, Taraveyn make hardly a sound.

Culture:
The Taraveyn are survivalists to the extreme. Products of their environment, the southern swamps of the Fallen Sword are full of savage predators, natural hazards and constant threat of disease. It’s a mark of pride among the Taraveyn that they survive all of this and they consider most outsiders to be slow and often times stupid.
Originally, the swamps of the fallen sword were a penal colony where the ancestors of the Taraveyn were sent to die. Instead: they found a way to fight back and live. Even with the constant danger they live in, a southerner would not leave the swamp as it is the only world they know. They understand the laws of the sword.
Clan is everything to a Taraveyn. The only thing that keeps you alive and worth more than any material good. They live in extended families in their pole settlements where the children are raised by the group. To prevent inbreeding; the young are traded between clans and this is also a form of currency. A child who possesses shamanic abilities can be worth a whole group of competent warriors.
When a Taraveyn first hits puberty they are left to survive one 24 hour period in the swamp. This is called, “Getting your first cut”, and allows a Taraveyn to be accepted in the tribe. Some of course do not survive this process and are not to be mourned. They were too weak and would have brought disaster to their entire clan if they would have remained. A select few are awakened by this and become Shamans. Their ability to perceive the other world considered an irreplaceable asset.
Reaching old age is rare among southerners and those that do are revered. They have earned care from the tribe and they are entrusted with the education of the youth. Every child can tell you the tales of Quick Ben where the eponymous protagonist survives danger after danger with quick wits and reflexes. These are all hidden lessons about actual life in the swamp. The most important lesson being to beware the laughing lights.
In southerner culture it is perfectly acceptable to steal from an outsider. Outsiders who have not been ‘cut’ deserve whatever happens to them. A crime against another Taraveyn, however, is punished by being branded but never killed. The brand is to let the entire clan know their crime and proper punishment, up to and including capital punishment, can be carried out at the next gathering of clans.
Spirituality:
The Taraveyn do not worship the spirits, they fear them. The veil has always been weaker in the sword and even before the rising the spirits of the dead were more active in the swamps. These occasional poltergeists are nothing compared to the Lord of the Swamp, Laughing Will.
The origins of Laughing Will are lost to time and people speculate whether he is a phantom or a cursed Tonah damaged in the event that cursed the Fallen Sword. Whatever his origins, he now rules the swamp and seems to be able to control every hazard that the swamp can conjure. His eyes are the glowing lights that lead travelers astray but are to be greeted like an old friend should you happen upon then. Never insult Laughing Will or he will gladly make your death his next great game.
When Will manifests he often appears as a smirking youth who plays a fiddle, a habit has ensured that no Taraveyn can stand the sound of music. His other form is an amalgamation of dancing lights that can capture the mind of anyone unfortunate enough to behold it.
So, every Taraveyn knows to leave offerings to their mirthful king but they have no use for any sort of religion. Even the shamans who can sense the Tonah are taught to distrust them; for any of them could be another mask part of some complicated trick. Saraphytes are treated with nothing but content as concern should be for the world around you not for some “fountain beyond the sky.”


Inactive

San Loss: 1d8 + 5 ⇒ (8) + 5 = 13

Ouch! I suppose it was a very traumatic event at the time. The Taraveyn seem like an interesting sort by the way, very mysterious.


Please forgive the typos. I posted it as soon as I finished writing and now I'm going back to edit.


Gameplay thread is up


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

Just a question Gravescratches, I have been trying to decide what my last language should be but I don't know enough to have any clue. What would you suggest would be an appropriate last language?

Edit: My mistake I actually have 4 more languages to pick (I forgot the Linguistics skills lol).


Female LG human bard 11/paladin 2 | HP: 87/87 | AC: 26 (19 Tch, 19 Fl) | CMB: +12, CMD: 32 | F: +15, R: +22, W: +17 | Init: +7 | Perc: +15, SM +31 | Speed 30ft | Active conditions: good hope.

Just to clarify, the large shape is coming from the house or the surrounding area, giving us another reason to seek refuge?


Inactive

Since Mihai brought up the question of languages, do languages from Int score still apply?


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

Right I forgot it was written in the character creation, only common and ethnic language at start +linguistics.


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

Galspiel is the common tongue


Inactive

Alrighty then, good to know I didn't have it wrong.


Shape is coming from near the house.
Mihai: I have some ideas on languages. Going to pm you when I decide how to handle it.


True Neutral Female Human (Luthander) Wolf-Shifter 5 ¦ 66 (76)/66 (76) HP ¦ 66/66 Sanity ¦ +9/11 Fort ¦ +7 Reflx ¦ +6 Will ¦ 13/15 Transformation (Hybrid/Wolf) ¦ Condition: Fatigued, 4 minutes

Apologies about the lateness in posting.

I've no problem with the Copper burden aspect among the caravan if Mihai is okay with it.

Lambri will try to confront the approaching shape although she will not be able to speak to any of the others while in her full wolf form; she'd have to go to either human or hybrid form to speak in common. ;)


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

Mihai's got no problems with traveling with Lambri so long as she followed the ruls of the caravan. I'm assuming ost Calivan caravans would have a similar set of rules.


True Neutral Female Human (Luthander) Wolf-Shifter 5 ¦ 66 (76)/66 (76) HP ¦ 66/66 Sanity ¦ +9/11 Fort ¦ +7 Reflx ¦ +6 Will ¦ 13/15 Transformation (Hybrid/Wolf) ¦ Condition: Fatigued, 4 minutes

Lambri should have no problem with the rules of the caravan; presumably, she wants to be on her best behavior lest it reflect badly upon her copper burden- whomever it may be. ;)


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

Mihai is more than happy to have a pretty young lady with the caravan, keeps thing interesting.(wink, wink)


True Neutral Female Human (Luthander) Wolf-Shifter 5 ¦ 66 (76)/66 (76) HP ¦ 66/66 Sanity ¦ +9/11 Fort ¦ +7 Reflx ¦ +6 Will ¦ 13/15 Transformation (Hybrid/Wolf) ¦ Condition: Fatigued, 4 minutes

Heh, and given the Luthander's decidedly less formal social mores, I'm sure there's just all those baseless, scandalous accusations of pure impropriety coming from the more sensationalist from the rabid Saraten side. ;p

I'd imagine that any further details of Lambri's Copper burden will have to come from GraveScratches though; given the situation in Mistcrest, there might be a good chance of the Copper burden being in big trouble, if not already expired.


Female LG human bard 11/paladin 2 | HP: 87/87 | AC: 26 (19 Tch, 19 Fl) | CMB: +12, CMD: 32 | F: +15, R: +22, W: +17 | Init: +7 | Perc: +15, SM +31 | Speed 30ft | Active conditions: good hope.

Just noticed that Mile still has her 'Knowledge' and not 'Folklore' skills... which will be appropriate? Currently she has:

History: To represent her research of ancient artifacts and legends, when she sought for information about Zephora.

Local: To represent her years roaming the city of Mistcrest.

Nobility: To represent her years living Lord Hortus in Mistcrest.

Religion: For Lord Hortus was quite a religious man... I guess it could be replaced by Folklore (haunts) since it fits her theme of cursed/lost spirits helping her.

On your post on the recruitment thread I see you allowed History but none of the folklore would correctly replace Local and Nobility. Would it be allowed, since Mila would have actually studied about these topics in the Lord's library? It would not fall into the category of 'things you hear among your travels'.


M HP:27/27, AC:29, SAN 64/70, Fort:+4, Ref:+6, Will:+8 Physical Push +2:2/2, Bodily Purge 1d8, Phrenic Pool:6/6, Detect Thought 0/1, Spells Per Day:1st:5/8, 2nd:5/6
Active Effects:
Mage Armor 5hrs, Shield 5mins Defensive Prognostication 2rounds

Did Mihai have any hint as to Lambri's nature while we were traveling? Because just having a wolf turn up out of nowhere and act like a trained guard dog is not something that happens every day.

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