Talanor, the Last Haven (Table #1)

Game Master Valjoen_KC

Current Date: 18th of Selefis, 7995 E.C.

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Most of the world of Æustëria has been destroyed, and most of the inhabitants have been sucked into the vortex before the Hazard could contain it. Bærwynnd, the 1st Hazard of Talanor had inadvertently come close to destroying the world. But Amus, the Goddess of Time, intervened, and a handful of mortals were saved at the last moment and awoke in the Bright Tower of Talanor. While the Bærwynnd remained locked in an epic struggle to keep the vortex sealed, the heroes were sent on quest to gather the surviving Hazards throughout the devastated world. Having reached Earthenwork, the capital city of the Kingdom of Haemil, they worked with the Rhykal, the 16th Hazard of Haemil, to unseal the Circle of the Whispering Wind. This ancient portal allowed the King of Haemil to send his people to the safety of the Vale of Talanor. Arriving in the Vale, the people of Haemil have discovered the refuge they sought is but a ghost of a town filled with the armies of the undead and a few survivors of the destruction of Æustëra.

The cold air bites at your lungs as you take a deep breath. For two days you have waited at the Bright Tower, biding your time as the garrison of city guards made brief skirmishes into The Point trying to clear the streets and alleyways of the rampant undead swarming the district. Food and drink was being provided from a few arcane soucres but the Hazard of Haemil had immediately disappeared into the highest levels of the tower and hadn’t been seen since.

Prior to the refugees’ arrival, Toraim has been helping the dwarves keep the road between Eastgate and the Bright Tower clear of undead. While mercenaries and a few survivors from the City Watch have been keeping the path clear right up to the tower, the dwarves had been charged with patrols from Eastgate ot the Bright Gate, a gatehouse separating Oldtown and The Point along the Dragon Road.

One week ago, on the 10th of Selefis, Toraim and a group of dwarves were escorting a group consisting of Ysildaë, her two elven companions, a tiefling and several humans, to the Tower Gate. As they made their way down the Dragon Road towards the gatehouse, a low rumbling of voices could be heard. Swelling out from the alleys, a horde of undead ambled after the group who escaped through the Bright Gate before it was shut and barricaded. There, they met Marcusic, a skald from Haemil that had traveled to Talanor before the storm that broke the world.

Since the 15th of Selefis, the City Guard of Earthenwork have coordinated with the Bright Tower to begin clearing The Point for the refugees to inhabit. However, things haven't gone smoothly as undead have been found most everywhere. This morning, the 17th of Selefis, a call has gone out to all able bodied persons to report to the Bridge to assist. Marcusic, coordinating with the City Guard, began to assemble several teams under his command. His first recruit was Toraim. He knew the dwarf was resolute and determined to help reestablish control of the Vale. Besides, he had been offered assistance from Akula, and who better than a fellow devotee to Valthyra to pair with the noblewoman. Toraim also turned to Ysildaë for aide. The elf had been aching to get back into the city and away from the Tower since she had arrived.

Heading to the end of the bridge, the trio spotted several other hopefuls standing in line waiting to be selected. A hulking human warrior is inspecting the recruits, accepting those capable of defending themselves and rejecting the others. A smallish young female with unruly blonde hair that the warrior had dismissed, sulked through the crowd and made her way into the piazza where the groups were mustering. She glances about nervously, unsure where to head, when Toraim takes her by the arm just as Marcusic approaches them.

”Toraim… Ysildaë… glad to see you’ve recovered from the rough journey from Eastgate,” he says with a slight nod of his head. Turning to the half-orc, he continues with a more formal tone, ”Lady Akula. We’re thankful to have you with us.” Only then does he notice Maria. ”And you are?” he inquires looking a bit confused and passing a quick glance to the dwarf.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Ysildaë nods to Marcusic. The elven noble has been itching to leave the Bright Tower and head to the Ralomenor estates or to take the Favored Daughter to Dasyra's Landing. Anything. Anything but sit and do nothing.

Immaru had disappeared after speaking to the Hazard of Haemil. Ysildaë doesn't know what the two women were discussing, but they left together and the noblewoman hadn't seen her great aunt many generations removed in days. Anarin, on the other hand, was kept busy ministering to the refugees. Ysildaë knows that he at the very least wanted to reach Dasyra's Landing as well. But the needs of the people come first.

I wanted to have reasons for why her higher level companions aren't around. I hope this is okay. In which district are the Ralomenor estates?


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Maria looks confused for a moment, then seems to register she was asked a question. "Ah, I am Maria Notburga Riedgasse, from Pyrae." Maria bows, but her head twists and turns to look at those around her. "And it is a pleasure to meet you all, but I must be going to find something to do, since it has been decided I am not to fight. Though I see little reason for it, what use is alchemy if the city is overrun, but nobody thinks of that, why? I do not know. Quite frankly I should go anyway! I am more than a-". Maria looks about, coming out of her passionate tirade and reddening.

"Maria you idiot, making a scene like this, do you think thats going to help anything...."

Maria's blinks, looking stunned, as if she had only now seen the people before her for the first time.

"You're going to fight too, yes? Take me with you. Please. I am more than capable. I can prove it, but it would be a waste of time and in bad form to duel or thereabouts at this moment. But! You have my word on it, at the least.

Maria looks expectantly at the group, an awkward half-smile on her face. In the moments between her long-winded speech and a response, her expression dampens and her gaze moves to the ground by Toraim's feet.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

”You’re here and everybody fights," the tough and gruff dwarf states simply. ”We’ll not win this war if we don’t all come together.”

Standing with an elf and a half-orc, he makes for a surprising sight. Wearing an intricately designed armour of the highest quality and armed to the teeth, the warrior has the grim and resolute look of one who will not quit until the dirty work is done. It is plainly obvious that this dwarf won’t hide behind high walls or find refuge in the deep caverns of Eastgate.

A flat, steel disk engraved with a sturdy hammer identifies the dwarf as a priest of Valthyra. Perhaps he is one of the famed Forgemasters who are known to be the finest smiths in the realm?


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Running a hand along the silk sleeve of her kimono, Ysildaë listens to the human's long speech and the dwarf's more terse reply. She says nothing. It is not her place.

Grace is the beauty of acting and speaking at the correct time for the correct reason. In this darkened city, there will be many opportunities for savage beauty. In this we are all part of a harmonious chorus.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

"Lady Akula," it turned out, was not exactly a wilting flower. Like the dwarf she was dressed in expertly crafted heavy armor bearing the holy symbol of Valthyra on her pauldrons and the heraldry of the Royal House of Krogan on her tabbard. The sword on her back was nearly as tall as she was. Her orcish features somehow managed to be delicate, with ears as pointed as any elf's, small fang-like tusks, plump lips, and eyes the color of gold.

The princess of Haemil was well known for collecting refugees and seeing them to safety, so the presence of a random tag-along with her wasn't out of character.

She suppressed a small smile at Maria's energetic but slightly awkward answer. When she spoke she was quiet, and surprisingly unassuming.

"Your thanks are appreciated, Master Marcusic. All we need is a place to drop off the supplies we brought."

"How can we best help?"


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

"We're to clear The Point," Thorun states simply. "And hopefully find survivors."

There is a sad mix of hope and apprehension in his tone. So many people were left behind. So many people have died...

"I am Forgemaster Thorun Highhammer," he continues, introducing himself to Maria Riedgasse. "This is Lady Akula, Princess of Haemil and Forgepriestess of Valthyra. And this is Lady Ysildaë Ralomenor."

"Do you have battle plans?" he finally turns to Master Marcusic. "Or shall we be the point of the spear?"

Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Does Thorun have an idea of how many undead in the horde? Hundreds? Thousands?
Knowledge, Religion: 1d20 + 6 ⇒ (18) + 6 = 24
What type of undead are we facing?


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@Toraim - Your experience at the gatehouse when you came here was several hundred in the horde of undead that are now trapped in Oldtown. You would suspect there are that many here as well. You certainly saw zombies and skeletons in your brief encounter. Rumors of more powerful and incorporeal undead fighting the City Guard have spread throughout the tower in the past couple of days.

The constable hands Toraim a map of The Point. Link at the top of the page and under the GM profile.

"We've taken control of The Tired Flame Inn. Just to the northeast," he says pointing to the two story tavern just beyond the end of the bridge. "Sir Cássyon and the City Guard are going to concentrate their efforts on securing the buildings along the Lake Road. Hopefully, they will clear the area all the way to the Estate's gatehouse. We need to stop the flow of undead coming from that district. We'd like you to secure the Happy Giant Bakery (#28)... yea, yea, I know, nothing happy about that place now... but the ovens there will certainly help with food production! Once you clear the bakery, send word to me at the inn, and I'll send someone to occupy it while you hit another target. Questions?"


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Ysildaë inclines her head in ascent.

"Who by light of stars can see? Whose sight pierces shade? I say that this person should take point"

It looks like we are all melee focused with good to exceptional AC for our level.I don't think it matters much who leads, but let's get this show in the road.


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

"I might be of help on that front; leading, I mean. I have paid attention, and forgive any incorrectness but I am more of the studied type than the rest of you. If I see something, I am likely to know it."

Maria scratches the scars on her chin, evidently deep in some thought.

"And if absolute focus is necessary, I have something that can help me with that; should do the trick for twenty odd minutes. If that is acceptable, let us go."

I'm 1 behind our highest perception, but I can buff myself and use inspiration (1d6) if need be, and I should have the best knowledge checks. If noone has any qualms, Maria will lead the group in what direction Toraim (since he has the map) directs.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

"That's fine," Toraim agrees, studying the map and then slipping it into his sash when all have understood the lay of the land.

"Can we leave our stuff at the Tired Flame Inn, on our way?" he asks the constable, motioning to the large pack that he carries, seemingly without effort, on his back. "Or should we leave it here?"


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I'm assuming everyone is packing fairly light. That is, you've left some of the more heavy gear behind wherever you've been camping in and around the tower for the past few days. I'm not going to police it, but expect you to know what you've brought along.

"Your gear should be safe at your campsite, but if you're worried about any particularly valuable or sentimental items, I'm happy to secure them for you at the Inn. Anything else?"

He looks around at your group and at the other nearby squads. A young man inquires about the spoils they may find around the town. The Constable laguhs, "While we're mainly interested on securing shelter for everyone, I'd appreciate any furniture, bedding, pots, pans, cooking stuff... you know, basic household items... to be left for the new residents. Food, drink and the like should be turned in for inspection... we're guessing that somethings will have turned bad in the past five weeks. If you find anything else that you think is valuable and you can fit in your pack, it's all yours. Good luck!" He hesitates a moment to answer any other questions, then heads out towards the Inn with long strides and a weary look.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

"Luck," Toraim echoes softly to himself.

"We make an odd lot, don't we?" he chuckles, turning to his new companions and distracting from the dangerous task at hand. But his levity is short-lived. "Ready?"

His head disappears under his large boulder helmet, and he grabs his heavy Dwarven Longhammer with two strong hands.

Can I use that my backpack was left behind?"


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

I think we all have Darkvision, which is nice.

"We'll take care of it, Constable."

Akula was used to being the one in front, but shrugged when Maria offered to take point. "Don't get too far ahead, Maria. Toraim and I aren't particularly quick in all this metal."

I'm ready.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5
Toraim Highhammer wrote:
Can I use that my backpack was left behind?"

Not sure how "assume" became "use"...


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Toraim Highhammer wrote:
Toraim Highhammer wrote:
Can I use that my backpack was left behind?"
Not sure how "assume" became "use"...

The magic of the Paizo messageboards! Yes, you can. Noting on your profiles would be helpful but not required. I'll trust everyone with what equipment they bring on any given expedition.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

We walk towards a glorious victory over the undead? :-p


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

"I'll be sure to keep that in mind. Be a fool to be isolated in this mess."

Maria then turns on one heel and begins walking forward, glancing at every building and taking in any detail. She pulls out her compass and looks at the direction they're heading.

As soon as they get into dangerous territory, Maria will use her Heightened Awareness extract, which gives her a +2 to all perception and knowledge checks for the next 20 mins and can be dismissed for +4 to initiative.


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Could I get a standard marching order and general directions of the route you will take to the bakery?


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Since we are at the bridge, I say we walk down the side road between 30 and 29 until we reach 28. Marching order isn't a super big deal, for the reason that none of us are super squishy so lets say Maria and the rest of us follow in triangle cluster.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

^ this. Maria in front. Me directly behind, Ysildae and Toraim on my left and right. When scouting, maria goes 30' or 40' ahead while the rest of us wait.


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Sounds good to me! Maria will wait to drink Heightened Awareness till they hit the main road. And marching order sounds good!

Maria will lead the party down the side road, keeping her eyes open on the way and running ahead around 40 or so feet before waiting for everyone to catch up every so often.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

"Hold on," Toraim halts, pulling out the map.

"Let's go along the shore," he proposes. "We'll be safe near the Tired Flame Inn and this way, we'll have a fair view of things before we head into the streets."

He looks to his companions for approval and then takes his position to the right of Lady Akula.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

I don't care how we get there. I just want us to move forwards. Sometimes we must jump and find out how deep the water is. :-)

Ysildaë shrugs gracefully, and keeps pace with Toriam. She moves with a precise and studied grace, almost as if she were intentionally slowing her movements. She carries little besides an odd lacquered box strapped to her back and several flask of blessed water shimmering at her waist.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Toraim is a careful tactician and hopes to gather some intelligence from afar in order to prepare accordingly before engaging... But, in any case, I'm ready to sink or swim!


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

"That seems reasonable, but our goal is to secure this bakery, na? Should we not be hasty along that road and secure it, while the guardsmen clear the lake road? Then we can cross that path and gain a broader view. I feel like we should get to that as quickly as possible. Then we can go to the Inn.

Maria looks towards the shore and the water, then tilts her back and drinks her reagent of Heightened Awareness. As she does so, her look shifts to be more focused, attentive look more similar to the rest of the group.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

There is no water. It's a dry (and kinda gross) lake bed. All the water got yanked through the rift. I'm all for being tactical. However, since we are at the bridge, the place we are going is like 5 buildings in off the side street. Walking around the perimeter of the building noting entrances and windows and such might be wise, but honestly I'm not sure there is much of a difference between walking on the shore behind 30 and walking between 30 and 29 to reach 28.


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GM Screen:

1d12 ⇒ 1

When the City Guard begins to file out muster point, several groups of the makeshift militia do the same. Taking point, Maria leads the group east down Lake Road.

The cold air is still and only the sound of footsteps echoes through the district. The investigator motions to her right, pointing out a group of three men of Haemil creeping up towards a small building. A small wooden sign displaying a loom hangs from the eaves of the building. Beyond it four armored guards are noisily shuffling up to a large two story building with an extended front porch.

The group continues on with Maria turning down a side street to the right. Making her way slowly, she gives no signs of warning as the group enters the western side of a small square with an old well in the middle. Pointing out the bakery, she moves to the north side of it. The building is two stories with a single chimney on the north side and two chimneys along the eastern side. As the group circles the building, you see a wooden sign panted in the ground depicting a hill giant with a toothless grin. Just beyond the sign, a pair of wooden doors are shut.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Thinking upon it and hesitating for a moment only, Toraim puts away his massive hammer and draws his greatsword – Valthyra's weapon of choice. Then, he incants an ancient dwarven prayer and waves his hand over the blade, thrice drawing a mystic rune in the air.

"Vennag Valthyra de-do amuriz
Vennag de-do amuriz armz
Kaglem shmek um greu
Un horlem demz luzdh!"

Dwarven:

"From Valthyra to the earth
From the earth to our arms
Let us kill our foes
On the path to glory!"

Activating three uses of Forgemaster's Blessing.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Ysildaë moves to the doors, but waits for Maria to check out the door and enter, before progressing further.

This is a good moment to point out that many PbP get stuck at doors. I think we should establish a door protocol. Perhaps, Maria checks for traps and opens all doors that we encounter. (letting the GM roll and incorporate that into the narrative.) When there are multiple doors and we are exploring, I suggest we go in clockwise order searching until we find something.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

If all else fails, we can always smash the door, which Toraim can subsequently mend if and when needed...


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The map is updated with yourselves approaching the HG Bakery.


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Maria will check around the sides of the bakery, then try and open the door a bit if she can and look through it. She'll do so as carefully as possible. If the doors are blocked or locked, she'll look for another potential enterance, and attempt the same there, looking both to see if there is a better path of entry than the front doors.

And if that fails, we'll go with that idea and hammer down the doors.Also, I know I'm not checking for traps, but I don't think Maria expects undead to set them.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

I like that protocol.
1. Maria moves ahead, searches for traps and hazards. Disables Devices if need be.
2. She scouts by looking through a keyhole, listening at the door, or quietly opening it. Once she has a determination of what's on the other side, she gives a signal to the rest of us to approach.
3. We move forward. She gives us a quick briefing (a message spell will let her do this while we are still a ways away). Then she opens the door and we rush in. She enters behind us. Rinse, repeat.

Akula quietly watched Maria look around. This was the fun part. A small smile played around her delicate white fangs. She drew her large sword and rested it on her shoulder.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Following Lady Ysildaë's lead, Toraim also moves to the doors, ready to rush in. He stays alert and, more importantly, keeps his ears peeled...

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


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GM Screen:

MStealth: 1d20 + 10 ⇒ (18) + 10 = 28
1d20 ⇒ 9

Maria peaks down the north wall of the bakery noting a chimney running up the side of the building. She notices the far section of the building appears to have been constructed slightly differently, perhaps at a different time. Coming around to the south side, the group flanks the closed double doors of the bakery while the investigator checks the lock, which she finds to be unlocked.

Toraim notices a small cart just around the corner from the doorway, tucked behind the bakery's sign, before putting his ear to the doorway. He looks at the group, signaling that he hears no noise from within.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Nodding to the dwarven cleric and the human alchemist, Ysildaë mouths a prayer to Dasyra to guide her destiny as she opens the door and moves into the room with unnatural speed.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Ysildaë doesn't want to bunch up at the door so she will burst into the room relying on mobility to protect her from attackers if she moves through their threatened areas.


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GM Screen:

YDexDC12: 1d20 + 3 ⇒ (13) + 3 = 16
1d20 ⇒ 1

Ysildaë bursts into the entry room. A large table sits in the middle of the room. The floor is littered with broken pieces of ceramic plates and trays. Nimbly avoiding stepping on rubble, she balances herself while the other begin to react. The dank smell of mold permeates the room.

Ysildaë listens a moment but her own shallow breathing is the only sound. She looks forward, beyond the table, and sees a pair of wooden doors slightly ajar.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Nimbly avoiding the broken crockery, she gestures for her companions to follow as she opens the next door. If there is some undead threat in the doorway she will leap past it to provide an opening for her allies.


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Maria draws her weapon and moves forwards towards the table, surprised by Ysildaë's swift charge inwards. Making room for the rest of the party to enter and carefully examining the room, she pauses for a brief moment to try and place the specifics of that moldly smell.

Just checking to make sure the mold is just mold. Whats knowledge nature for if not smelling mold?


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Akula followed Ysildae quickly, then stopped and relaxed once it was clear there was no danger. She knew better than to start talking, so she waited near the doorway keeping out of the way so Maria could continue scouting.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Following after his companions, Toraim takes position near the door across from Ysildaë and holds his blade ready.


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GM Screen:

Initiative
Akula: 1d20 + 1 ⇒ (17) + 1 = 18
Maria: 1d20 + 4 ⇒ (6) + 4 = 10
Toraim: 1d20 + 1 ⇒ (7) + 1 = 8
Ysildaë: 1d20 + 5 ⇒ (1) + 5 = 6

Please be sure to move yourselves on the map or note movement in OOC. I've moved you to start this encounter, but will request that you position yourself in the future. Thanks!

Gathering at the doorway into the back area, Maria takes a few short sniffs of the dank air. The mold smell is strong, reeking of old bread. Memories of the odor of yeast from sourdough made in her neighborhood bakery fill her mind. Peaking through the crack in the door, she can see the open kitchen beyond... and movement of at least creature beyond a table to the north. It does not appear to notice the investigator. To the south, she only sees a small hallway leading further south.

The Kitchen at the HG Bakery - Surprise Round

Akula (20/20) <-- UP
Maria (20/20) <-- UP
Toraim (22/22) <-- UP
Ysildaë (21/21) <-- UP

Effects: None


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

In situations like this, do we act in order of initiative or as we see fit?


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As a general rule, if I give you an "UP", you can post. I'll resolve them in order of posting, unless you specify otherwise with a "readied action"... like, "As a readied action, Toraim will follow the first ally to move into the room, stepping just inside the doorframe 5' and channeling positive energy against any undead." In that case, I would resolve the next posted action, and if they trigger Toraim to move and cast, he will then do so.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Eager to avoid getting stuck in the deadly funnel that is the doorway and taking advantage of their not having been seen yet, Toraim rushes into the next room and takes position against the wall, south of the door, so as to not block Akula's path.

If he sees undead, he calls out their position to alert his companions...

Toraim takes position against the wall, south of the door. If there is an obstacle in the way, he will instead take position against the opposite wall in the hallway.


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GM Screen:

ZG: 1d20 + 2 ⇒ (15) + 2 = 17
ZR: 1d20 + 2 ⇒ (15) + 2 = 17

With a grunt, Toraim shoves open the southern door and steps into the kitchen. Two large earthenware ovens line the north wall, each with a small worktable before it. The white dust that covers everything in the room beings to waft about as the dwarf stumbles inside. Beyond the tables to the north, he sees two lumbering humanoids that turn and glare at him with dull, red eyes.

Knowledge (Religion) DC13:
Yep, zombies, you think to yourself.

The Kitchen at the HG Bakery - Surprise Round

Akula (20/20) <-- UP
Maria (20/20) <-- UP
Toraim (22/22)
Ysildaë (21/21) <-- UP

Effects: None


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Knowledge: Religion: 1d20 + 5 ⇒ (16) + 5 = 21

The dead that walk. Often, though not always, heavy of limb. Rarely do they fear the bite of swords.

Anything special about these?

The elven noble woman enters the room and clears the door. Although she is intentionally giving the zombies a target, her intent is to use the table to control how they approach her.

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Welcome, we have a few things to discuss prior to opening the Gameplay thread.

More to come...


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Reporting


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Reporting in!


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

You burn the dross from me, but the iron remains!


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

I have a question about gear: are a portable smelter and forge feasible? I've looked it up, and it exists and is relatively straightforward. Such a forge would likely only allow for smaller weapons and such things as axeheads and hammerheads, and it would certainly be impossible to forge masterwork weapons, but it would be pretty cool in a very cumbersome way!

...and I'd be curious to hear your thoughts on the Forgemaster archetype. Personally, I would love to include your custom feats!


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

I'm reporting as well!


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,
Toraim Highhammer wrote:
I have a question about gear: are a portable smelter and forge feasible?

We might need a rickshaw for this, but I think it's a great idea.

Later we can get a portable hole and turn it into a full scale mobile smithy.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5
Akula the Herald wrote:
We might need a rickshaw for this, but I think it's a great idea

For the time being, I was thinking a mule and cart...

I also have a question about pre-game crafting... Yea or nay?


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Hey Everyone.

A few of housekeeping items:

1. I’d ask everyone to create an account on Obsidian Portal. It’s free to sign up. Then, let me know your user name and I’ll invite you to the campaign. I ask this for a couple of reasons. First, when I update things on the wiki that directly impact you, I can auto-email a notification to you. Secondly, I can attach your character on the wiki to your user and grant you some authoring rights.

2. Over the next couple of days, I’ll be scouring your character profiles making sure everything looks right, and I’ll be PMing you about your backgrounds. We need to tweak some locations and such on a few of your backgrounds and I’ll be adding more details for you to digest. Also, I’ll be working out with you, what happened to your character following the Shaping… leading up to the moments before the campaign starts. A lot of the information I’ll be providing to you, may be known only to your character. I’ll leave it to you if/when to share it with the group.

3. I like to make use of spoilers in the gameplay thread. I ask all my players to resist the urge to metagame and look at other characters info. If the group prefers, I’m happy to use PM’s instead but spoilers make archiving information within the game much easier.

4. As mentioned in the recruitment thread, I ask everyone to post daily during the work week. I let the weekends go by before starting any counters. I usually don’t post on weekends, but may on occasion. If you’re going on vacation or ill, please let us know as soon as possible and I’ll DMPC your character unless you work something out between yourselves.

5. I will roll for initiative and perception when I’m needing it outside of combat. Usually, once we are in combat, I tend to ask you to roll for attacks, saves, skill checks, etc. If 24 hours passes, I may roll for you to keep the game going.

6. If I call for a roll from you, please do it in your next post.

7. I try to roll everything in chronological order under my GM Screen although I may post it differently if the narrative works better that way.

8. If I have some long posts, I may post a “marker” post to let you know something’s coming. Hopefully, I’ll post over these markers, but if I’m doing a long, combat post it may take more than an hour and I won’t be able to edit it. Just FYI.

9. I ask everyone to user the profile to display HP/MaxHP, AC/Touch/FF, CMD, Saves, and Speed under their character name in the game thread. If you get buffed in combat, please update your profile if possible. I know it can be a pain, but it’s hard to track all the buffs as a GM and it’ll help against having to retcon a lot.

10. I use Google Slides for Maps. The notes section is for everyone to use. I’ll often make notes using color-coding on the map for conditions.

A few notes about my GM’ing style:

1. I customize and home-brew a lot of material. Most, if not all, encounters will have stat blocks tweaked. That is, I rarely use a monster straight out of the Paizo Beastiary. I may up some resistances and lower others. I may give a monster a special attack. I may give it a bonus feat. I may do all kinds of funky things. I do this to keep things fresh for my players… so, my players are learning about the monsters right with the characters. Secondly, I’m adding Lore to them. So, what you know about them in Golarion may be very different how they are considered here. A great example is hobgoblins as they are a civilized race with nobility and laws. Additionally, I consider all sentient beings as living, breathing mortals. That is they have a name and personality that is distinctly unique and different from others of their race and their race’s culture(s).

2. Not all encounters are are meant to be fights. Sure, there will be social encounters. But, I’m talking about an encounter where the characters spot a monster, a battle map is laid out, and I’ve called for initiative… Running is always an option and may be necessary as Talanor is loaded with NPC’s and monsters of all CR’s. You may stumble into an encounter you can’t beat. I’m not out to kill your characters, but if you run into a dragon next week, don’t think, “The GM wouldn’t put one there unless we were meant to kill it. Attack!”

3. Speaking of encounters. I like to plan out encounters with certain events to occur X number of rounds into it… or under certain conditions. Let’s call them scripts. A good example from the Bright Tower campaign was the Ice Giants from the Plane of Water. Fire damage was permanent to them, but all other damage was not. I tracked all types of damage. Once the monster hit zero HP, it exploded in shards of ice damaging all nearby creatures. Then a few rounds later, the ice giant reformed with total HP’s equaling a percentage the non-fire damage it previously absorbed. Combat, much to the players’ surprise, resumed while they were mulling about! This happened multiple times, until they learned to kill it exclusively with fire.

Basic Group Setup:

1. Since the Shaping, Toraim has been helping the dwarves keep the road between the entrance to Eastgate and the Bright Gate clear of undead to allow for traffic between Eastgate and the Bright Tower. The Bright Gate is a gatehouse separating Oldtown and The Point along the Dragon Road. Mercenaries from the Bright Tower and a few survivors from the City Watch have been keeping the path clear from the Bright Gate and the Bright Tower. The route is Eastgate <-> Oldtown <-> The Point <-> The Bright Tower.

2. One week ago, on the 10th of Selefis, Toraim and a group of dwarves were escorting Ysildaë, two other elf companions of hers, a tiefling and six humans to the Tower Gate. They were overrun by undead along the Dragon Road and escaped through the Bright Gate before it was shut and barricaded. With the aid of the people from the Bright Tower, you retreated there.

3. Three days ago, on the 14th of Selefis, a portal from Earthenwork opened inside the Bright Tower and refugees began to flock out.

4. On the 15th of Selefis, the portal closed. Among the refugees is Akula and Maria. The soldiers of Haemil are coordinating with the Bright Tower to begin clearing The Point for the refugees to inhabit. However, things haven't gone smoothly as undead are being found in most dwellings.

5. This morning, the 17th of Selefis, a call has gone out to all able bodied persons to report to the Bridge to assist.

I'll have a larger write up as the first post on the Gameplay thread, but this will get you started thinking and planning. I'll be working out more details with each of you individually.

A few things to do:

1. Make an alias for your character and update their profile with needed info.
2. Keep checking your PM’s for questions/comments from me.
3. Work out any details between the characters of any interactions in the couple of days since the refugees have arrived from Earthenwork.
4. Please ask any other questions you have for me.

@Toraim - Any kind of smithing gear you would have had in Eastgate is likely still there. So, no portable smelter or forge as you would not have anticipated needing it on the escort run you were making. You would have brought a backpack with "emergency" stuff. However, you know there is a forge in the lower levels of the Bright Tower that may be available for use. And, sorry, no pregame crafting... also keep in mind the magic item creation rules are very different in this campaign.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Has the Forge-Master archetype been updated to be campaign compliant? Should the smith's worshipers know about their goddess' specific feats?


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Obsidian Portal name: DoomedHero

As for character connections, clearly Maria and I know each other since we are coming in with the same caravan.

Toraim and I need to work out if we know each other already, or if we should let our mutual religious and professional interests be revealed in gameplay.


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@Niyut - Not yet. I'm working on a list of things with those included.


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Also, I forgot to ask for Initiative and Perception bonuses to be listed on the visible profile.


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HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Toraim will have spent some time with Ysildaë and expressed definite interest in her sword, marvelling at its craftsmanship if she allows it...?

Unless we find a time and place when Akula's and Toraim's paths would have crossed, we can let their mutual interests do the work. I find it interesting that two warriors who, more often than not, would have been enemies are bonded by faith and passion. The makings of a surprising friendship?


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Sorry, been busy in class so far. I should have this done in a few hours.

Also, unless Akula introduced herself to Maria, its very unlikely they had substantive interaction. Maria wouldn't have introduced herself, and I assume there are quite a few refugees

(If it sounds like I dont want our characters to know eachother, thats not the case, simply wanna make sure it makes sense character wise. Feel free to have spotted her out, or something. She doesn't always blend in particularly well)


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Rolling to see which spells from intelligence modifier Maria has!

Adhesive Spittle: 1d20 + 8 ⇒ (4) + 8 = 12
Cure Light Wounds: 1d20 + 8 ⇒ (16) + 8 = 24
Long Arm: 1d20 + 8 ⇒ (12) + 8 = 20


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Ysildaë would be willing to show Toriam the pieces of Favored Daughter, since he is a priest of the goddess who son/lover/priest who forged the blade (the stories are vague about the exact relationship and the Celes tree is very tangle with many of the great spirits). However, I'm not sure she would be waving the pieces of the relic around.

That being said, she is very respectful of his calling, and if he led a worship she would attend. He may have also heard her offering prayers to Dasyra.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,
Maria Riedgasse wrote:
(If it sounds like I dont want our characters to know eachother, thats not the case, simply wanna make sure it makes sense character wise. Feel free to have spotted her out, or something. She doesn't always blend in particularly well)

Helping lead refugees to safety is a big part of Akula's job. She's probably the refugee caravan's guide and/or one of it's leaders. I figured Akula had probably talked with just about everyone in the caravan because of that.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

@GM: FYI, Forgemaster page is GM only on Obsidian... Noooo!


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Haha! It’s still in draft form. Also, it ties to several other pages that I’m having to edit first. I should have it ready for you to review later this morning


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@Toraim - Forgemaster is up on the Wiki. I've added a different feat at 3rd level and the ability to add ability to weapons starting at 5th level.

I've toyed with making the 5th level power usable daily (3 +Wis Bonus per day) that grants the Godsmelt power to a weapon that you touch for X number of rounds. It's current form is more of a smithing feature where you can permenantly empower the weapon. However, I haven't worked out the cost or Smithing DC yet... still have a few levels.

One way is faster but temporary. The other takes longer but is permenant. I'm open to comments & suggestions.


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Akula the Herald wrote:
Maria Riedgasse wrote:
(If it sounds like I dont want our characters to know eachother, thats not the case, simply wanna make sure it makes sense character wise. Feel free to have spotted her out, or something. She doesn't always blend in particularly well)
Helping lead refugees to safety is a big part of Akula's job. She's probably the refugee caravan's guide and/or one of it's leaders. I figured Akula had probably talked with just about everyone in the caravan because of that.

The portal the refugees took is a Teleportation Circle that deposits them inside the Bright Tower. At this time, its now filled way beyond capacity and they are camping all around the grounds including the bridge to the Point district of the Vale... which is currently overrun with undead.

So, there really isn't a caravan at this point since there is no where else to go.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5
Valjoen_GM wrote:
I've added a different feat at 3rd level...

I am not sure that I understand the feat...

1) the Forgemaster can forge divine foci,
and 2) if cast, a consecrate spell is permanent so long as the focus remains in the area.

Is that right?

Valjoen_GM wrote:

...the ability to add an ability to weapons starting at 5th level...

One way is faster but temporary. The other takes longer but is permanent...

Dwarves – and smiths in particular – are more the permanent type, as far as I am concerned! It's perhaps less optimized this way, but it's definitely more in line with the concept!


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Ixos became a fan on the wiki.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Pray for additional spell DC 12: Burning Disarm: 1d20 + 3 ⇒ (6) + 3 = 9 X
Pray for additional spell DC 12: Divine Favor: 1d20 + 3 ⇒ (12) + 3 = 15
Pray for additional spell DC 12: Magic Weapon: 1d20 + 3 ⇒ (2) + 3 = 5 X


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Toraim, reviewing the class rules, it seems I have the clerics at a disadvantage compared to the other casters for getting their spells.

First, most DC's are 10+spell level, but cleric was 11+spell level. Secondly, everyone else uses a skill check while the cleric has to make a wisdom check. While the cleric gets a bonus for 1/2 level, the others get full credit for a skill point and if its a class skill which so far for all of them it has been, they get the +3 for a class skill bonus.

Since there isn't a wisdom based skill that makes sense for this check, I'm adjusting the cleric to DC 7+Spell Level and a Wisdom check with a +1 bonus per cleric level.

This makes your DC 8 for 1st level spells, and your bonus is +4. Therefore, Burning Disarm passes, but that woefull roll of 2 on Magic Weapon fails. It seems Valthyra wasn't please too much that you left your family. :)

I'm still looking at Valthyra's entry and will likely add some spells as auto-granted for her that make thematic sense.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

I, for one, never minded unfair! I once played in a campaign in which priests had no idea of the power and effects of their prayers. You simply had to pray, roleplay, and hope for the best. But I'll take it!

PS: skills should now be in order...


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Thanks for the patience. Below is a list of a few things I'm working on to get us started:

1. Review character sheets: Done except Akula.
2. Fleshout the deity entries for Amus & Valthyra.
3. Update Forgepriest archtype for Valthyra, specifically the 5th level feat.
4. Lastly, finish adding elements of The Point from my notes to the wiki.
5. Provide some background bits for some of you and respond to questions in PM's.

Let me know if there is anything I'm missing.

I'm hoping to have the first post by the end of the week.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

I'm not sure what the replacement feat for Forgemaster does. This won't be immediately relevant, but Dasyra's Paladin code would be awesome before we level for the first time. (Again, not a top priority.)


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.
Valjoen_GM wrote:
Akula the Herald wrote:
Maria Riedgasse wrote:
(If it sounds like I dont want our characters to know eachother, thats not the case, simply wanna make sure it makes sense character wise. Feel free to have spotted her out, or something. She doesn't always blend in particularly well)
Helping lead refugees to safety is a big part of Akula's job. She's probably the refugee caravan's guide and/or one of it's leaders. I figured Akula had probably talked with just about everyone in the caravan because of that.

The portal the refugees took is a Teleportation Circle that deposits them inside the Bright Tower. At this time, its now filled way beyond capacity and they are camping all around the grounds including the bridge to the Point district of the Vale... which is currently overrun with undead.

So, there really isn't a caravan at this point since there is no where else to go.

In that case, I think its safe to assume they briefly met via circumstance. Just stood near eachother while they all got ported to (relative) safety.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,
Valjoen_GM wrote:
1. Review character sheets: Done except Akula.

I left a Trait blank in case there were Campaign traits for this game. Any suggestions?

Also, I have Divine Fighting Technique and Divine Obedience. Do you want me to just steal something fromt he Golarion gods, or do you have homebrew stuff in mind?


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5
Valjoen_GM wrote:
Since there isn't a wisdom based skill that makes sense for this check...

Knowledge (Religion) could fit the part?


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Toraim Highhammer wrote:
Valjoen_GM wrote:
Since there isn't a wisdom based skill that makes sense for this check...
Knowledge (Religion) could fit the part?

Yes, religion would fit thematically, but it is an intelligence skill. I’m satisfied with it at this point. I’ll be using the same methodology for inquisitors and warpriests.


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Akula the Herald wrote:
Valjoen_GM wrote:
1. Review character sheets: Done except Akula.

I left a Trait blank in case there were Campaign traits for this game. Any suggestions?

Also, I have Divine Fighting Technique and Divine Obedience. Do you want me to just steal something fromt he Golarion gods, or do you have homebrew stuff in mind?

I don’t have any campaign traits at this point. I am fine re-flavoring any of the normal pathfinder traits to fit the campaign. And your backstory.

I’m currently working on your deity’s wiki entry. It will contain both the Deific obedience and the divine fighting technique for her.


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Honestly I'm not quite sure why Religion isnt wisdom based aside from consistency, or at least have some trait or class ability of divine casters that brings them up to par. Its a little weird if the wizard has more religious knowledge than the cleric.


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Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I've studied religion on the graduate level and I knew more about the theory, history, and philosophy of some religions than the pastors and priests who I interviewed. They knew more about community organizing and counseling. The day to day stuff. So, honestly, I would be surprised that wizards know more than clerics about certain religious stuff. :-)


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'
Valjoen_GM wrote:
Akula the Herald wrote:
Valjoen_GM wrote:
1. Review character sheets: Done except Akula.

I left a Trait blank in case there were Campaign traits for this game. Any suggestions?

Also, I have Divine Fighting Technique and Divine Obedience. Do you want me to just steal something fromt he Golarion gods, or do you have homebrew stuff in mind?

I don’t have any campaign traits at this point. I am fine re-flavoring any of the normal pathfinder traits to fit the campaign. And your backstory.

I’m currently working on your deity’s wiki entry. It will contain both the Deific obedience and the divine fighting technique for her.

I have a custom campaign trait. It might be the only one.


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Yeah, but I certianly doubt all wizards specialize anywhere near as much in theology as you- and what wisdom is as opposed to intelligence is frustratingly hard to place. Many wisdom skills could easily be switched to intelligence or charisma- survival overlaps with nature a ton, sense motive with charisma... the big one is perception of course. I realize wisdom is supposed to represent some innate, gut-feeling type knowledge, but such things are weird to accurately describe. Besides, clerics are supposed to be pretty damn learned clergy.

Again, it makes theoretical sense, but the idea that the wizard or other int-based class is better at religion than the dedicated cleric is all kinds of bizzare on the mechanical side.

I know I'm getting a bit off topic, so I'll stop it here, but its always rubbed me the wrong way.

Edit: Because a Cleric isnt some random member of the lay clergy. They've got a hotline to a diety, I imagine if they get divine magic they also get some hot info.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps

Below is a list of a few things I'm working on to get us started:

1. Review character sheets. Done.
2. Fleshout the deity entries for Amus & Valthyra; including Paladin Codes!
3. Update Forgepriest archtype for Valthyra, specifically the 5th level feat. Done.
4. Lastly, finish adding elements of The Point from my notes to the wiki.
5. Provide some background bits for some of you and respond to questions in PM's.

Let me know if there is anything I'm missing.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

100% agree on the deity hotline, if the god in question is a Chatty Cathy.

I also think all clerics should have 4+ skill points. 2+ is an insult to their training.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Dasyra update when you have the time.


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.
Niyut wrote:

100% agree on the deity hotline, if the god in question is a Chatty Cathy.

I also think all clerics should have 4+ skill points. 2+ is an insult to their training.

I honestly wish skill points were higher but detatched from intelligence.

How does intelligence help you learn how to climb, exactly? Any more than intuition (wisdom I guess) does. Intelligence based classes get to double up on skills. Puts dumping int more in line with dumping charisma.

Pf2's skill system is one of the few parts of that system I actually like, though its faaar from perfect.


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Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps

Below is a list of a few things I'm working on to get us started:

1. Review character sheets. Done.
2. Fleshout the deity entries for Amus, Dasyra & Valthyra; including Paladin Codes!
3. Update Forgepriest archtype for Valthyra, specifically the 5th level feat. Done.
4. Lastly, finish adding elements of The Point from my notes to the wiki.
5. Provide some background bits for some of you and respond to questions in PM's.

Let me know if there is anything I'm missing.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Did Ptahh or Quistaine ever show up in Talanor while Thomas and his friends or the new character were there?


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps

Thomas never saw them and they are not currently at the Bright Tower.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Life exploded on me. I'm not going to be able to fix my sheet or post much until monday.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Ysildaë Ralomenor wrote:
I'm not sure what the replacement feat for Forgemaster does.

Toraim inquired about this feat via PM as well. I didn't make this feat, it can be found on here on Archives of Nethys.

I believe it allows you to make the any arms or armor into a Reliquary to count as a holy symbol for casting purposes. It also counts as a "permenant fixture" for Consecrate.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Here is a handy Reddit post that explains how this would be useful.

Note that one of the replies was wrong about what the feature does, but their mistake would actually make for an interesting expansion of the ability.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Akula the Herald wrote:
Life exploded on me. I'm not going to be able to fix my sheet or post much until monday.

No worries! Yesterday was crazy busy for me and I’m still trying to finish up the last few things on my to do list. I am working feverishly and hope to have a post up by Monday morning.

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