Heroes of the Lance (Inactive)

Game Master EltonJ

Dragonlance campaign using the Dragonlance Classics modules. Should be fun.


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Irdril watches the conversation in quiet contemplation.

It good to see that humor still lives in a world filled so with hate and destruction..

She smiles..


Bander looks across the room eyes wide in wonder. He talks halfway out the side of his mouth, "Did the big wolf just talk?" Louder with excitement and bemusement growing with each word, "He DID." He looks to other patrons as if they all are equally enthralled. "Can you believe . . ." He looks up at the minotaur, "Yer pe . . . he can talk is he a pet or is it more a furry friend. Your wolf, dog friend can talk that is amazing. Has he always talked or is like some sort of magic spell. Or curse . . . was your cousin cursed and turned into a wolf. I mean like this kind of wolf not like a werewolf because I mean a werewolf wouldn't . . . " His excitement gets more intense he speaks with amazed concern, "it might be a werewolf. I mean how would we know?"

At this point the Kender has crossed over to the area that Maddok and Na'shok are sitting. He stops in his track and waggles his finger, "Wait a minute." He looks up at Maddok, "Yer a performer like a comic what do they call those puppet guys that can make the seemingly possessed toys talk." He pauses to make a no-look point at the off duty shopkeep that offers the answer of 'ventriloquist' from a both in the back. He climbs a chair across from Maddok. Pointing at the great bull headed person, "A vetriloquizer." He claps his hands in discovery the universal signal of 'got it.' "Are you from the circus . . . can you make the dog talk again?" Bander is now standing on the chair palms on the table his head shifting back and forth between Maddok and Na'shok waiting to see the stunt again hoping to catch a glimpse of the minotaur's lips moving.

I am going to roll up another character now;)


Peregrine Stoup wrote:

Seeing as Slam is an actual functional priest of Kiri-Jolith, one presumes that the retrieval of the Disks of Mishikal has occurred? Or is that something of a shift in events?

Actually, the disks of Mishakal hasn't been found. And since Slam isn't roleplaying with your group, I can leave him out.


I take it we are near ready if you know who is in and the gameplay and discussion are open.


Bander Drunkensquirrel wrote:
I take it we are near ready if you know who is in and the gameplay and discussion are open.

Yes. By tomorrow, I'll choose from the roster.


Okay, not sure if I’ll have her background done tonight, but I’ll have an updated summary at least.


EltonJ wrote:
Peregrine Stoup wrote:

Seeing as Slam is an actual functional priest of Kiri-Jolith, one presumes that the retrieval of the Disks of Mishikal has occurred? Or is that something of a shift in events?

Actually, the disks of Mishakal hasn't been found. And since Slam isn't roleplaying with your group, I can leave him out.

I ... would hesitate to hold not RPong in the recruitment thread against him; I mean, he DID respond ICly at one point, and it isn’t as though we’ve heard from half of everyone else ... :/ Just my $0.02 worth.


So theres no divine magic then?


The blue crystal staff is the only thing that has divine magic.


Copy that, good to know...


Yea i think imma save myself the trouble and just back out on this one.. I mean why put a list together on what people can play, watch as they talk about what characters their gonna build, let them spend hours on research/building said character, and then blackball em with nope that character cant do anything.. Play a wizard or a fighter.. Thats the only classes that are functional.. Only knight that works is a crown knight..

Good luck to you brave souls sticking this one out..


Honestly, Irdril, it’s right there at the front — that we, not Tanis et al, are going to be the Heroes of the Lance. Even without spellcasting at start, Slam is STILL a pretty damn hard nut. But your options.


I’ll cut out the IC stuff if it’s putting people off. Apologies.


I think your fine. I think it’s more some people don’t participate for whatever reason and aren’t being considered, I think.

On that note I am in a few games with Slam’s player and they’re good. I would hate for them to not be considered just because they may not have had an opportunity to post here. I’m pretty sure they are getting slammed at work given the way their posting has dropped. There’s my two cents.


Okay. I'll consider vrog skyreaver a bit more closely as a player. Hopefully this game won't fall apart at the first combat encounter because of initiative.

Here goes, some house rules about combat:

* Initiative is when you can post your attack. It's not based on a die roll or initiative counting. I hate for this game to fall apart at the first combat encounter (with goblins, i/o). I may ask for initiative, but we aren't doing attacks in initiative order. Still, try to be prompt when posting when we are in combat. I don't want this game to be bogged down. So this rule applies to me, too.

* We are playing the Heroes of the Lance. I wanted you to make up original characters so you can be invested in them. The pre-gens are available to play still, but you had so much fun with your original characters I said nothing about their availability.

Well, i guess that's it. Character selection for the roster is on tomorrow. Since you are so keen on Roleplay, I expect you to continue to roleplay right where you left off after selection.


Are magical abilities hampered at this point in the story or just explicit spellcasting? For example, Maddok's animal focus ability is supernatural. A lot of the monk's abilities are supernatural as well.

I don't recall if nature magic falls into the camp of divine magic or if it's its own thing in the Dragonlance universe. Do rangers and druids have access to spellcasting?

I'm just asking for context. I'm happy with Maddok as he is either way.


Maddok wrote:

Are magical abilities hampered at this point in the story or just explicit spellcasting? For example, Maddok's animal focus ability is supernatural. A lot of the monk's abilities are supernatural as well.

I don't recall if nature magic falls into the camp of divine magic or if it's its own thing in the Dragonlance universe. Do rangers and druids have access to spellcasting?

I'm just asking for context. I'm happy with Maddok as he is either way.

Ranger spellcasting should be fine as is. Most of the time, you will receive spellcasting abilities from one of the nature deities or from your own faith in them. As far as the Wizards of High Sorcery go, their spellcasting isn't hampered at all.


Honestly thinking about DL applied to Pathfinder classes there is a lot of interesting ideas. Goldmoon works better as an Oracle than a Cleric. I mean she's not really from a clergy. Its her connection to the staff and her god who picked her that is pushing her section of the story.

Witches seem made for I exist outside the high sorcery system.


Bander Drunkensquirrel wrote:

Honestly thinking about DL applied to Pathfinder classes there is a lot of interesting ideas. Goldmoon works better as an Oracle than a Cleric. I mean she's not really from a clergy. Its her connection to the staff and her god who picked her that is pushing her section of the story.

Witches seem made for I exist outside the high sorcery system.

Exactly. The only class thats truly hampered is the gunslinger class. The Alchemist produces stuff outside of High Sorcery, yet you can see them in DL doing their stuff (of course human alchemists are better than gnome alchemists, but there are more gnome alchemists than human ones). Arcanists work in DL, and so do investigators. Swashbucklers often provide a different way to fight than the knights. And most swashbucklers are from Ergoth and Solamnia (the people who can't pass their tests of Knighthood learn swashbuckling). There is a lot of potential, just need players to find that potential with their chosen classes.


Would the WoHS work as an archetype?


Sure if you want to adapt one or create one. Would be great if the starting level was lower.


I was just wondering. With all this talk about Pathfinder classes and how they would work just made me think of certain PrCs.


There was a pathfinder conversion on the Dragonlance Nexus.


It's not very complete. But here is the WoHS archetype from that site.

https://dragonlancenexus.com/wizard-of-high-sorcery-wizard-archetype/


Personally, I find that the Wizards of High Sorcery as a prestige class -- or even as three full standard classes (closely related, but still) as it was in the original -- to be pretty decent; to make it an archetype, you'd have to make it an archetype for every type of arcane caster -- arcanist, bard, bloodrager, magus, skald, sorcerer, summoner, witch, AND wizard. While it can be argued that both the bard and its child skald might somewhat evade the Test, the way the flavor of the Wizards seemed to work was that as soon as you could cast more than basic spells -- acquired 2nd level spell power, in effect -- you were expected to journey to the Tower of Wayreth and take the Test. To do otherwise meant you were on the path of the outcast, and the magical mafia three Orders would track you down, snag your sorry rear, and haul you off for trial and judgement.

That said, this version's baseline is a bit higher -- minimum 4th level instead of maximum 3rd -- perhaps because the previous was more a Roleplaying thing and the classes were more or less their own classes, including different spell progressions, I don't know. I'm middling-okay with the WoHS ... though I have to admit, the exclusivity of it is rough.


Updated application below.

Stats:

Kalisuel
Female half-elf bard 1/fighter 3/ranger 1
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +5 Dex)
hp 43 (5 HD; 1d8+4d10+10)
Fort +7, Ref +10, Will +3 (+1 vs. fear); +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+3/19-20) or
. . gladius +7 (1d6+3/19-20) or
. . mwk greatsword +8 (2d6+4/19-20) or
. . mwk longsword +8 (1d8+3/19-20) or
. . quarterstaff +7 (1d6+4) or
. . unarmed strike +7 (1d3+3 nonlethal)
Ranged +1 darkwood composite longbow +10 (1d8+4/×3)
Special Attacks bardic performance 5 rounds/day (countersong, distraction, fascinate [DC 11], inspire courage +1), favored enemy (goblinoids +2)
Bard Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—cure light wounds, vanish[APG] (DC 12)
. . 0 (at will)—dancing lights, mending, prestidigitation, spark[APG] (DC 11)
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 14, Int 10, Wis 11, Cha 13
Base Atk +4; CMB +7; CMD 23
Feats Deadly Aim, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Skill Focus (Perception)
Traits acrobat, armor expert
Skills Acrobatics +10, Climb +7 (5 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Craft (painting) +7, Disguise +7, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +5, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +1, Perception +9, Perform (dance) +5, Perform (oratory) +5, Perform (percussion instruments) +5, Perform (sing) +5, Perform (string instruments) +5, Perform (wind instruments) +5, Profession (barmaid) +4, Stealth +10, Survival +4, Swim +7; Racial Modifiers +2 Perception
Languages Common, Elven
SQ armor training 1, bardic knowledge +1, elf blood, track +1, wild empathy +2
Other Gear +1 agile breastplate[APG], mithral chain shirt, +1 darkwood composite longbow (+3 Str), arrows (20), dagger (4), gladius[UC], mwk greatsword, mwk longsword, quarterstaff, ring of feather falling, ring of protection +1, artisan's outfit (3), bedroll, belt pouch, Bhodran Drum, cold weather outfit (2), entertainer's outfit (2), explorer's outfit (2), Fiddle, grappling hook, ink (2), inkpen (2), journal[UE] (2), Lute, masterwork backpack[APG], masterwork painting tools, sack, silk rope (50 ft.), Tin Whistle, winter blanket, 12 gp, 1 sp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 5 rounds/day) Your performances can create magical effects.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Appearance:

Kalisuel is a short, but athletic woman. Her hair is a pale golden color while her skin is fair, signs that some of her heritage is not Abanasinian. She has a few freckles on her nose and cheeks, only adding the youthfulness of her features. Her eyes are icy blue and seem to sparkle and glimmer when she's in a good mood.

Since coming to work for the Inn of the Last Home, Kalisuel has mainly worn dresses. She always has a scarf tying back her hair that covers her ears, though it never seems to impede her hearing. Her long hair is often done in a simple braid or tail, though she has been known to put it up in more elaborate styles for holidays and festivals.

Outfits:
Artisan #1:
- White blouse with flowing sleeves and red trim that leaves her shoulders exposed
- Dark-green waist cincher with red-brown laces
- Dark-green skirt with a white apron trimmed in red and with white, lace-trimmed underskirts
- White, wool stockings with red trim
- Dark-green leather shoes

Artisan #2:
- Cream shirt with long sleeves
- Brown bodice
- Brown skirt with a cream apron and cream, lace-trimmed underskirts
- Cream, wool stockings
- Brown, low boots

Artisan #3:
- Green blouse with flowing sleeves
- Brown waist cincher
- Brown skirt with green trim and a cream, green-trimmed apron
- Same stockings and boots as Artisan #2

Entertainer #1:
- Blue blouse with long sleeves and silver trim
- Black bodice with silver brocade
- Black skirt with silver trim and white underskirts
- Black, wool stockings with lace and silver trim
- Black, mid-calf boots

Entertainer #2:
- Crimson blouse with three-quarter sleeves and gold trim
- Black waist cincher with gold brocade
- Black skirt with gold trim and crimson underskirts
- Same stockings and boots as Entertainer #1

Explorer #1:
- Green tunic with gold trim and short sleeves
- Cream shirt
- Brown leather bracers with bronze fittings
- Brown leather belt with bronze fittings and loops for weapons
- Brown pants
- Cream, wool socks
- Dark-brown, mid-calf boots with bronze fittings

Explorer #2:
- Black tunic with dark-gray brocade
- Black shirt
- Black leather waist cincher
- Black leather belt with blackened steel fittings
- Black pants
- Black, wool socks
- Black knee boots with blackened steel fittings

Cold Weather #1:
- White chemise with crimson trim and long sleeves
- Crimson tunic with white trim
- Black leather waist cincher with silver fittings
- Black leather belt with silver fittings
- Crimson skirt of heavy wool with white fur trim, white brocade along the bottom, and white underskirts trimmed with lace
- Black stockings of heavy wool with white brocade up the outsides
- Black leather boots with white fur lining
- Crimson overcoat with black leather belt with silver fittings, white fur trim, and white brocade decorating sections of it.
-Crimson scarves with white trim
- Black leather gloves with white fur lining

Cold Weather #2:
- Black shirt with long sleeves
- Green tunic with black fur trim
- Brown leather belt with bronze fittings
- Brown wool pants
- Green overcoat with black fur lining, brown leather belt, and bronze fittings
- Black socks of heavy wool
- Brown leather boots with black fur lining and bronze fittings
- Black scarves
- Brown leather gloves with black fur lining

Cloaks & Hoods:
- Plain brown cloak with a somewhat deep hood and simple tie
- Black cloak with blackened steel clasp and a deep hood
- Green cloak decorated with designs in a darker green with a silver clasp and trim
- Crimson hood with white fur lining and white brocade decorations
- Green hood with black fur lining


Personality:

Kalisuel is a mess of contradictions. She is kind-hearted and caring when others are in need of help, but cold and distant when others try to get close to her. She's confident and brash when entertaining and telling stories, but timid and shy when asked about herself. She's obviously capable and skilled, but is often the first to claim she isn't anything special or good.

She has a knack for painting and drawing and she spends much of her free time sketching people and scenes around Solace. Creating the art helps calm her and soothe the still raw wounds she feels from events that lead to her coming to Solace and living and working at the Inn of the Last Home. It is her way of connecting with the people she can't let get close to her.

While she appears outgoing and friendly, she has a hard time trusting anyone. It took her over a year before she told Otik the whole story of how she wound up in Solace covered in blood and nearly freezing to death. While she rarely wears her mail shirt and padding under her clothing while in the tavern nowadays, she is almost never without it while out in the village.

Despite her troubles trusting people, she is quick to help how she can. Most of the patrons of the Inn of the Last Home have seen or heard tales of her coming to the aid of one of the other serving girls when a particularly unruly guest keeps harassing them. People who do her a kindness or have found themselves in need often find some small gift waiting for them shortly afterwards or some chore done before they can get to it.


Background, Second Draft Summary:

- Kalisuel is abandoned at the age of 6-7 in the streets of Haven by her mother and/or her family. Her father is dead before she was born.
- a couple of boys (One of them is Dalgo, a bully that will plague Kali for years to come) try to cut off her ear when a baker calls Kali out for being a half-elf.
- Kali turned to begging to survive after learning to hide her ears.
- She tries to beg from some merchants of the House of Karn-ab'dul. One of them begins to humiliate and hurt her for their amusement.
- A dwarf named Olund Cragdelver steps in to save Kali and takes her to his companions to help her get back up on her feet.
- After overhearing Olund and Elanthiel, a Wizard of High Sorcerery that has latched onto the group argue over her joining them, she runs away.
- Over the next few years, she has to resort to stealing.
- During one of hits on the merchants, Kali finds that she can cast spells. Experimenting almost winds up with her starting a fire, but she learns how to control her magic and hides it lest she disappear.
- Dalgo finds Kali's hiding spot, beats her bloody, and robs her of almost everything she has as fall sets in.
- Kali finds a group of musicians playing, and after losing herself to the music and dancing to the song, she's asked to join them. After the day is over, the musicians help her out by paying her for her supper and giving her some of their earnings.
- Kali spends the next couple of years earning money as a street performer to keep from having to steal. She also starts to serve in and sing at a few of the taverns around the Artist's Quarter.
- Bartolomy, an old tavern keeper that owns the Painters' Spirit, takes in Kali at the request of Olund, an old friend of his and the one that saved Kali from the merchants.
- Over the next couple of years, Kali is given lessons in playing instruments, singing, and dancing.
- Dalgo, now a newly minted member of the Broadside Boys, a gang of thugs and lowlifes, leads a takeover of Bartolomy's tavern to expand their territory, and in a maddened attempt to repay some perceived slight. Bartolomy dies when he tries to oppose the group of thugs.
- Kali runs after getting free and calls for help. She finds Olund and his companions, Elanthiel and Widow's Blossom, who chase off the thugs after three of them meet bloody ends and Dalgo loses his eye.
- Elanthiel leaves on less than friendly terms after Kali joins the band.
- Needing a caster for their quest, finding Thordin's Hammer, they head to a coastal village where there's a tavern run by two of Olund's old fellow party members, who are now married and have a gaggle of children. (This is how far I've written. ~11,700 words)
- Olund finds a caster and a sneak for hire after a couple of misadventures.
- Kali is nearly killed by Karn-ab'dul agents in a city where Olund was chasing leads.
- As a result of Kali almost dying, Olund commissioned a mithral mail shirt commissioned for her and gave it to her as a gift.
- After tracking down an important clue, The group is beset by a band of goblins lead by a shaman. Kali kills the shaman that was causing them trouble and they swiftly dispatch the rest of the goblins.
- She is given a beautifully crafted longbow and an equally well made sword as both a gift and thanks for her part in saving all of their bacon.
- The party's luck runs out and they are hounded by a massive band of goblins into the waiting arms of a trio of ogres.
- The ogres slaughter most of the party, but Kali was the last one left, and seeing no way to win, she turned invisible and ran.
- Nearing collapse, she arrives in Solace and climbs up to the Inn of the Last Home as the snow fall covers the ground.
- She collapses after knocking once, but luckily for her, Otik finds her before she can freeze to death and manages to get enough from her incoherent story to tell there's danger nearby.
- Kali spends the next few days recovering from her ordeal. While she's physically fine, her mind and heart seem shattered.
- Over the nest year, Otik is able to tease bits and pieces of Kali's story from her. In the process, he helps her cope with the loss she has endured.
- After two years of working at the Inn of the Last Home, Kali has become a feature of the place, providing entertainment when not serving drinks and food. She's also been seen around town sketching and painting with one of the last gifts she got from Olund and the others of his company.

NPCs and Hooks:

- The House of Karn-ab'dul, they never got their revenge for Olund's beat down of one of their own. Kali was a part of that, if only indirectly, and is the only surviving member of his band.
- Dalgo One-Eye, a bully and sadist who's not right in the head. He considers Kali to be the reason he's not had an easy life and wants to punish her for being successful while he has had to struggle.
- Elanthiel, a Wizard of High Sorcery that sees Kali as nothing more than gutter trash and has never forgiven her for "kicking him out" of Olund's party.
- Arden and Lilia of the Nightdancer's Cup, the two former members of Olund's company that married one another and used their treasure to build their own place on the coast of the New Sea. Kali used to write to them and their children often, but hasn't since Olund and the others died. She is afraid of what they might think of her for surviving when the others died.
- Kali's mother and her family, She's still alive and around.
- Bartolomy's children, they inherited the Painters' Spirit. No idea how they feel about Kali.

Background, First Draft:

Kalisuel's only gift from her mother was her name. Her father was dead and left rotting for his crime before she was even born. Her mother only raised her long enough that a life on the streets of New Ports wouldn't be a death sentence. For the first few years, Kalisuel struggled to survive. She learned to hide her ears early on after a couple of urchins, egged on by a merchant who noticed that Kalisuel was a half-elf, pinned her to the ground and tried to cut the points of her ears off. She managed to land a couple of lucky blows on the boys, being unusually strong for her size and age, and escape their tortures, but not before they'd notched her ear.

She would beg, and when hunger drove her to desperation, she learned to steal. The meager meals she survived on stunted her growth, but not her spirit. as she grew older, she became fascinated with the minstrels and storytellers that she saw on the streets. Soon enough she began to imitate their performances and used her natural charm to earn coin she could use to buy food and clothing that wasn't little more than sack cloth tied with twine or rope. She found that she possessed a gift for minor magics and soon used those to help enhance her performances and even earn a little more coin cleaning and mending clothing for those on the go.

As she turned thirteen, she found work in a small tavern that served the artist quarter of New Ports. She proved to be popular among the patrons of the establishment and a few taught her to draw and paint when business was slow. She felt like had found a home as her talents grew and the proprietor, seeing opportunities to draw in more business, helped foster her musical skills, paying for lessons on a variety of percussion, string, and wind instruments. The old man treated her like a granddaughter and for a couple of years, Kalisuel thought she had finally found a family.

Sadly, a gang of thugs, called the Broadside Boys, had other ideas. One night they came into the tavern, chasing the regular patrons out and proclaiming that this was their place now. The proprietor protested, demanding that the gang leave or he would fetch the guard. He was cut down, leaving Kalisuel alone and frightened. They grabbed her and teased her as she whimpered and tried not to cry. She hadn't lost any of her agility or cunning from her time on the streets, however, and as the Broadside Boys said what they would do to her, she twisted loose and bowled her way through to the door where she began calling for help.

The guards never heard her, having been paid to be elsewhere for the night, but a band of adventurers did. Seeing her distress and the thugs chasing her coming through the tavern door, they surrounded her and protected her as they dealt with the gang. After a minute, three of the Broadside Boys lay dead or wounded as the others fled. The adventurers took Kalisuel under their wing after learning of what happened. Over the next several days they helped her cope with the loss and grief she felt, giving her comfort and offering to take her in. With nowhere else to go, she accepted.

They roamed the countryside for the next four years, teaching Kalisuel how to defend herself, then how to track, to move like a shadow unseen, and how to use her agility to her advantage. She, in turn, helped them with coin for lodgings and food by performing and doing odd jobs while they were in town. It was after she killed a goblin shaman that had put the party in dire peril they saw her as a full member of their crew and gifted her a masterfully made longbow and sword.

Again, Kalisuel thought she had found a family and a home. She enjoyed the adventures they were having, but as before, fate turned cruel. It was shortly before winter fully set in. The cold wind cutting to the bone. The leaves of the oaks had fallen, save a few stubborn stragglers. As they settled into camp, a band of goblins attacked. The band that had become Kalisuel's family were experienced, however, and Kalisuel herself had learned how to fight goblins. They slaughtered them quickly, but it was only the first wave. Dozens more came in, forcing the band into flight, just as the goblins had planned. They drove the band into the waiting clutches of their masters, a trio of ogres that had wandered a long way from Kern.

One by one the band fell until only Kalisuel was left with the dying command of the band's leader to run ringing in her ears. She drew on her bit of minor magic, vanishing from sight long enough to slip past the ogres and run. She ran until she collapsed several minutes later. Unsure if she was being followed, she picked herself up and began to walk on legs shaky from the exertion. The snow began to fall and cover the ground, and Kalisuel grew colder and colder. The storm piled snow higher and higher, making it more and more difficult for her to continue her trudging march.

Just as she was about to give into despair and let herself collapse onto the ground to fall into the deepest of slumbers, Kalisuel found herself in a city among the trees. Guided by fate is seemed, she stumbled to the tree that held the Inn of the Last Home. Exhausted and numb from the cold, she climbed up the stairs to the entrance and knocked twice before collapsing on the threshold, too weak to stand. Otik came to the door, wondering who it could be at such a late hour and found Kalisuel lying at his doorstep, looking up at him with what strength she could muster and begging him for shelter. The kindly man helped her inside and built a roaring fire to warm her up as he prepared some broth for her to drink. She told him some of what happened, wary even now, but enough for him to send word to the knights and adventurers in town to look out for the band she run afoul of.

Kalisuel spent the next few days recovering in one of the Inn's rooms while the search combed the area. While goblin tracks were found, they were too few to be the band Kalisuel described, nor where there any ogre tracks with them. They did, however, find the corpses of the band she had been with, mutilated and hacked apart before being left to rot and freeze in the snow. The track were too muddled for the scouts to make anything of, and the search died down as the threat seemed to have passed.

Kalisuel, again not having anywhere to go, asked Otik for a place to stay in exchange for her working in the Inn as a serving girl and entertainer. He agreed and over the next several months helped her adjust to her new life. It was as well he did, after the first week, the nightmares began, leaving Kalisuel whimpering as she curled up in her bedclothes in an attempt to hide. Slowly, though, she began to move on. She became the barmaid and entertainer once more, hoping that if she keeps her distance that this time, she'll be able to stay where she's safe and content.

But again, fate seems to have other ideas.


Mechanics:

Kalisuel is a scout that can hit like a truck in melee and at range. Her secondary roles are as the party's backup face and one of the frontliners. My loose plan is to work on giving her some more boosts to her skills, specifically the ones that need to be good like Stealth and Acrobatics. This is by no means an optimized build, but it should be a fun one to play.

With regards to classes and magic, I just want to put in my two cents. Pathfinder assumes that the PCs have some capacity for healing damage in the middle of a fight. I've been in a party with no healers, and it is not fun at all, especially when you're the one that's getting whaled on all the time. Kali does have cure light wounds, but she can only cast it twice per day. That isn't going to be enough against threats to a bunch of 5th-level PCs, I think. While it might not fit the lore in a strict sense, I would encourage the GM to consider allowing those of strong faith or with particular destinies to take levels in cleric and oracle. Perhaps the gods still smile on the truly faithful and devoted?

Anyway, that's my two cents.


Slam is a cleric of Kiri'Jolith. Assuming you don't act with dishonor in your heart, I will heal you.

If you do act with dishonor in your heart, I'll still heal you, but there will be an awkward conversation afterwards.


Slam wrote:

Slam is a cleric of Kiri'Jolith. Assuming you don't act with dishonor in your heart, I will heal you.

If you do act with dishonor in your heart, I'll still heal you, but there will be an awkward conversation afterwards.

... which is kind of the point of the current conversation — at game start, Slam wouldn’t be a cleric, at least not one with any magic. Though he might be the one with the crystal staff ....


Yep, that’s the gist of it. I was hoping that the GM would show us some mercy and allow Slam or some other cleric-y type to have some ability to heal damage. As I said, Pathfinder is balanced around the assumption that you have some capacity to heal/be healed. Take that away and things change in a hurry.

That said, I wonder what Slam considers dishonorable. Kali is a sneaky one that would rather catch you off guard and hit you while you’re down than try to win a fair fight. She’s also one that likes to play pranks and tricks, but she hasn’t had the heart for it while in Solace.


@Adamwarnock I love the description of different outfits. That is a great idea.


I think perhaps more important than who we are during the opening days of the adventure we should keep in mind that as we discover things and the providence of the gods is revealed one or more of us might consider our next levels in divine classes.

As for healing was happy to see we had a witch and figured that the weird lady of the woods can heal would make it through the "sadly the gods are gone."


Kalisuel's heart skips a beat as she turns and sees the massive frame of an ogre standing in the doorway. Her knuckles turn white as she grips the edge of the tray that she has just finished unloading and holds it before her like a shield. She can feel her heart thudding in her chest as almost every fiber of her bearing screams for her to run. She takes in a deep breath and forces her grip on the tray to relax.

"H-hello. W-welcome to the Inn of the Last Home. What will you be having tonight," she asks as her voice begins working again.


Healing would be easy to adjust with a bonus to the Heal skill. Perhaps divine classes might have a bonus to the heal skill allowing for something approaching low-level healing spells.

Assuming someone has the Blue Crystal staff perhaps its healing will come into play.

I could imagine that witches, or even druids outside the Towers of High Sorcery system might have access to magic granted from Fey sources or just potent secrets of nature, like boiled tree saps and eyes of newts.


Bander Drunkensquirrel wrote:
@Adamwarnock I love the description of different outfits. That is a great idea.

Thanks! I think I started it when I was playing a paladin whose original in town outfit got shredded and bloodied when a couple of thugs tried to rob her. Figured I should put what she had down if I was going to go into as much detail as I did.


AdamWarnock wrote:
Bander Drunkensquirrel wrote:
@Adamwarnock I love the description of different outfits. That is a great idea.
Thanks! I think I started it when I was playing a paladin whose original in town outfit got shredded and bloodied when a couple of thugs tried to rob her. Figured I should put what she had down if I was going to go into as much detail as I did.

I liked it because it really signals that you want and push for detail. As well as from a GM perspective you are looking for something immersive and less video game-oriented. Like its clear that you expect that you don't sleep in armor or expect to deal with tattered clothing and will seek to fix it. Its a real invitation for role play about what is happening and a response to the adventure not just an avatar moving to the next dice roll.


Bander Drunkensquirrel wrote:

Healing would be easy to adjust with a bonus to the Heal skill. Perhaps divine classes might have a bonus to the heal skill allowing for something approaching low-level healing spells.

Assuming someone has the Blue Crystal staff perhaps its healing will come into play.

I could imagine that witches, or even druids outside the Towers of High Sorcery system might have access to magic granted from Fey sources or just potent secrets of nature, like boiled tree saps and eyes of newts.

I hadn’t thought of that. It’s definitely better than no healing. It’d also make the heap skill more useful as it would allow a party to stretch magic resources if there was a way to heal damage using heal.

Another possibility is implementing the hitdice from 5e. Take an hour to patch up and roll your HD to heal damage. You can roll up to you total HD per day. In Kali’s case, she would get 1d8+4d10 per day to heal with.


I wouldn't worry too much. The GM is limiting divine magic so they are aware of the lack of healing.

If the GM is adapting the old Dragonlance Modules that follow the books. They take lack of healing into account as well.


Yes, they do. Wake up and find 12 entries, you guys are really busy.

Ready for the final roster?


Iirc House Cleric and some other elves kept up the healing knowledge of Mishakel, etx.but didn't have access to divine magic

Liberty's Edge

How many applications are there?

I ran a PF1e DL campaign before.

There's a Kobold Press Minotaur that works good

https://www.d20pfsrd.com/races/3rd-party-races/kobold-press/minotaur


I am sure we are ready for the roster.


Bander Drunkensquirrel wrote:


I liked it because it really signals that you want and push for detail. As well as from a GM perspective you are looking for something immersive and less video game-oriented. Like its clear that you expect that you don't sleep in armor or expect to deal with tattered clothing and will seek to fix it. Its a real invitation for role play about what is happening and a response to the adventure not just an avatar moving to the next dice roll.

Funny that you should mention that. I am playing a tiefling slayer that is not at all happy her new outfit has been torn and covered in blood. Those poor, poor goblins. :D


Meet the Heroes of the Lance


  • Slam! -- played by Vrog Skyreaver. Slam! has the blue crystal staff and knows the way to Xak Tsaroth. Slam! is the prophet. He's also an Ogre that has been redeemed.
  • Kalisuel -- played by Adam Warnock. Kalisuel is a bard who can heal two times a day. She is a half-elf disguised as a human most of the time. She isn't welcome in elf society because she's half-man. She isn't welcome in human society because she's half-elf. But she is welcome at the Inn of the Last Home.
  • Bander Drunkensquirrel -- played by Gnomezrule. Everyone knows that Kender can be annoying when bored. He's a kender rogue, and hopefully he doesn't get bored.
  • Peregrine Stoup -- played by The Wyrm Ouroboros. She is the local Wizard of High Sorcery, returned after her Test. Peregrine is an arcanist, which gives her some advantages. She also has some levels in monk. So she can defend herself. She has the dagger of Magius.
  • Maddok -- played by Feral. A minotaur with a heart of gold. He has left broken hearts all over Krynn. Also a ranger to boot. He travels with his animal companion, which can speak. He also likes to smash things.
  • Thalasi -- played by Terevalis Unctio of House Mysti. Another wizard of High Sorcery, this time white robed. As an elf, he completed his test and received the Staff of Magius.

I think that's everyone. Report to the Discussion Thread, and on the Gameplay thread take up roleplaying where you left off. Right now, this thread is closed. I'll start the story with Dragons of Autumn, which contains the first four original modules updated to D&D 3.5. Still can be used with pathfinder. And remember, Goblins are ogres crossed with elves!


Who's got mending.


This should be fun. Let me go make my profile.


Qstor wrote:

How many applications are there?

I ran a PF1e DL campaign before.

There's a Kobold Press Minotaur that works good

https://www.d20pfsrd.com/races/3rd-party-races/kobold-press/minotaur

There would be nine of them. I had a pretty full roster. Some people never got to make a character, so I think they enjoyed rolling dice.


Best of luck everyone!


Woo! Thanks for having me. I'll be posting shortly.


For now I will mostly be doing talk to text so I hope that I will be able to make myself clear until I am cleared to be able to sit up and look around

Liberty's Edge

I'm willing to do a Age of mortals game for 5 people that didn't get picked.? send me a PM

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