GM Neirikr's "Academy of Secrets" (Inactive)

Game Master Neirikr

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Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

Here's the full image.

High collar should work. Especially now that I've made such a fuss about it.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

I phrased the last OOC question weirdly--got distracted.

Rephrase: The hall of wards was only breached once, correct?


Maps | Monsters | NPCs

Short answer: yes, only once ever.

Long answer...

Knowledge (arcana or history) DC 20:

The Breaching Festival has not seen a victor since the first and only successful contestant, Dyson Fordyce—the fourth son of then-Lord Fordyce and a skilled illusionist—won its prize in 4551 AR (156 years ago). The young nobleman managed to step into the Hall of Wards and just as quickly step back out, winning on a technicality. Since then, the rules have required entry into the Hall of Wards by one door and exit from one on the opposite side of the building.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

Yikes I think I can pass that on a natural 1.
Can an arcana check tell me what kind of threats we face?


Male Half-Orc Paladin (Tortured Crusader) 13 HP 134/134 |DR3/-| AC 32 | T 15 | FF 31| CMD 34 (33 FF)|| SPD 20ft| Init +1 | Perc +20,| Darkvision | F +17 | R +11 | W +17 | (+4 to saves subject to Endurance)

Sorry guys, work got busy. Jumping back in now.


INACTIVE

So let me see if I have this correct. The Breaching is hosted in the Hall of Wards, but that is tomorrow, so he's saying before tomorrow, we should work together to go to these other Halls devoted to the other schools to acquire/fight and find these hidden Key-Lights so that when it comes time to the actual challenge in the Hall of Wards, we are not split apart?


Maps | Monsters | NPCs

The search for the key-lights takes place during the competition tomorrow, as an alternative to bashing one's head against the outer wards for however long that would take. By saying "actual trial" he means the real challenge is getting through the Hall of Wards' interior, for which there are no shortcuts.


INACTIVE

Ah okay.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

I echo the ah okay. :|


Male Half-Orc Paladin (Tortured Crusader) 13 HP 134/134 |DR3/-| AC 32 | T 15 | FF 31| CMD 34 (33 FF)|| SPD 20ft| Init +1 | Perc +20,| Darkvision | F +17 | R +11 | W +17 | (+4 to saves subject to Endurance)

Hey folks. My computer went on the fritz Monday. It’s in the shop now, should be out late this week (hopefully). I hate posting on mobile, but I’ll do my best to keep up.


INACTIVE

I often say, posts don't need to be 4 paragraphs long. If it is in your character, which I could easily see for an executioner, a simple, "Bayard grunts in approval/disapproval" post is ample.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

I'm not going to lie, starting off as level 13 is a little overwhelming. I fear I might not know enough about our options to have made educated choices in building Viridel.
I still hope we can pull this off without a TPK. Pathfinder modules are usually on the easy side.


INACTIVE

Don't jinx us!


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

I've made my peace with flubbing the mechanics and enjoying the IC RP. Are there spells I should be using that I'm completely unaware of? Undoubtedly. Are my skills as high as they should be, did I take the right equipment, etc? Probably not.

But I'm getting a kick out of playing a high level character with some measure of IC authority and power, and don't mind dying as long as we all have fun along the way.


Maps | Monsters | NPCs

Don't worry about it too much! I find that it's way harder to jump in cold than to build up from lower levels. I'm not at all against people making changes if it turns out they made some obvious error in their build, or forgot to pick some item or spell that their characters, as experienced professionals, would obviously have. One of my personal pet peeves is out-of-character blunders that make the heroes seem dumb for no reason.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

High level play can be complicated with all the available options but I happen to like high level play. I am enjoying these characters RP. My main concern as a frontliner without any built-in healing ie Bayards LOH is the evil clerics lack of healing ability. This is NOT a knock on the character who is being wonderfully role played,simply a mechanical concern.

Evil Clerics channel negative energy and can spontaneously exchange spell slots for inflict (not cure) spells. This means ANY healing is going to be through prepared spells severely impacting the flexibility of the spell list.

I am NOT asking for anyone to play a healbot but healing ability is a necessary part of a pathfinder party.

I am reluctant to suggest alterations to anyone's character as she's your character NOT mine. But if you'll excuse the overreach.... An option that would alleviate the concerns I've posted above would be to change Anethras alignment to LN with an evil bent allowing you to continue RPing her as you have but also allowing you to channel positive and spontaneously cure.

Not intending to step on anyone's toes.

I've made Grym as tanky as possible. And his unique combat style should(theoretically) make him hard to full attack. But he is going to need healing from somewhere.

Maybe Laree An's healing bombs will be our main source of healing?

Just raising a topic that merits discussion


INACTIVE

That is definitely a source of our healing. I am unsure if it will be a main source.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

Not going to lie. I love how intense this is getting from the first step. This is going to be a great story.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

As for the question of healing, I think we can possibly handle this by potions, such as potions of restoration, heal, cure wounds, etc. I wouldn't ask Anethra to change. Maybe we can pool our resources and Laree can brew a potion or two?


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

I would also like to throw in an artpiece closer to my imagination of how Viridel looks like. He's inspired by the high elven archmages of the Warhammer universe, so it's fair to just use Warhammer art.

High Elf Archmage Viridel "the Seer" of Ashel'delore


INACTIVE

That link isn't working for me. Try an image hosting site?


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100
Viridel of Ashel'delore wrote:
As for the question of healing, I think we can possibly handle this by potions, such as potions of restoration, heal, cure wounds, etc. I wouldn't ask Anethra to change. Maybe we can pool our resources and Laree can brew a potion or two?

While this wouldn't work over a long campaign, CLW wands should make up for the lack of healing in a one-shot module. In-combat healing isn't optimal anyways with the very important exceptions of Breath of Life, Heal and Inspiring Recovery.

From a tactical standpoint Grym typically forgoes any healing through Curative Mastery (Item Mastery) and saves that ability just in case the party Cleric falls in which case he can move to her, swift action Martial Flex into Curative Mastery and then (standard action) Breath of Life her. So it's good for the Cleric to be within 20ft of Grym if possible to keep that option open.

I like to save the BoL for the Cleric. But if the Cleric doesn't have BoL prepped he can/will use it on others.

with GMs permission I'll reduce Grym's Ring of Prot from +2 to +1 giving me 6k to spend on multiple CLW wands and some other Clericy potions


INACTIVE

I think between Laree and Elann, there can be some decent healing happening. At least once, BOL won't matter for Laree, as she has a rebirth pod of herself made in her portable hole. As long as her stuff isn't destroyed, she'll be okay.


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

I'd like to keep Anethra as is, and will also shift things around to acquire more healing items.


Male Half-Orc Paladin (Tortured Crusader) 13 HP 134/134 |DR3/-| AC 32 | T 15 | FF 31| CMD 34 (33 FF)|| SPD 20ft| Init +1 | Perc +20,| Darkvision | F +17 | R +11 | W +17 | (+4 to saves subject to Endurance)

I could shift things a bit to pick up a wand too. I don’t think Paladins can spontaneously cast cure spells like good clerics, unfortunately, but the spells are still on my list.


Maps | Monsters | NPCs
Grymwold the Shieldstorm wrote:
with GMs permission I'll reduce Grym's Ring of Prot from +2 to +1 giving me 6k to spend on multiple CLW wands and some other Clericy potions

Go ahead.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

Here's an re-uploaded picture.
Viridel also has two painted dots above each eye as an esoteric tattoo dedication to Magdh.

As an aside, @DM, mind if I draft the contract out of character? XD
I don't think I have an infernal stamp of Asmodeus in the office, though.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Reduced Ring Prot from +2 to +1 saving 6k which was used on the following items:

CLW wands x2 = 1,500

Potions
Neutralize Poison x2 1,500
Remove Curse 750
Remove Disease 750
Enlarge Person x2 100
Endure Elements x2 100
Water Breathing 750
Remove Fear x3 150
Remove Sickness x2 100
Lesser Restoration 300
=6k


Maps | Monsters | NPCs
Viridel of Ashel'delore wrote:

As an aside, @DM, mind if I draft the contract out of character? XD

I don't think I have an infernal stamp of Asmodeus in the office, though.

Sounds fun!


INACTIVE

Whoopsie. Bloodborne = Bloodhound


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

I'm curious: is the knowledge on legends, personalities, inhabitants, laws, customs, traditions, and humanoids that's bestowed by a Knowledge Local roll limited to your immediate city, and thus 'local', or am I misunderstanding the name and it's 'local' knowledge from any city, anywhere?

'Cause my response to Laree An was limited to what she might have heard within Korvosa, but suddenly I'm struck by the possibility of misinterpreting the skill.


Male Half-Orc Paladin (Tortured Crusader) 13 HP 134/134 |DR3/-| AC 32 | T 15 | FF 31| CMD 34 (33 FF)|| SPD 20ft| Init +1 | Perc +20,| Darkvision | F +17 | R +11 | W +17 | (+4 to saves subject to Endurance)

I think maybe it’s more “local to this plane/world.” Maybe. Granted, probably most of the stuff identified with, say, Dungeoneering arguably ought to fall under local in that case. (And there are surely thing like Fire Giants that are Knowledge(Local) but occur on other planes.) But it certainly seems to be broader than one city, or even one continent. But then where does Knowonow (Nature) fit in? I don’t know, mostly thinking aloud here.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

I've never seen know local penalize foreigners on know local checks. It makes sense but I've never seen it.


Maps | Monsters | NPCs

"Knowledge (local)" is a bit of a misnomer, I think—it's supposed to be more like general cultural awareneness. PF2 and Starfinder lump it together with Knowledge (history) and Knowledge (nobility) and call it "Society" and "Culture," respectively, which are way more apt. Of course, you're going to know more about your own culture, and you would likely know less about very distant ones (I don't usually impose outright bonuses or penalties in these cases, but I might parcel out the information differently based on the characters' backgrounds). However, investing ranks in Knowledge (local) implies that a character is actively engaged not only in domestic matters, but has an active interest in foreign societies as well.

Your handling of the flow of information makes sense—Anethra is a big deal within the Church, but your average Chelaxian (not to mention Korvosan) probably wouldn't know who she is. I think Knowledge (religion) would be the more pertinent roll here, since that would give info on the institutions Anethra is a part of (the Church, and more specifically, the Sisterhood), their particular dogmas and hierarchies, as well as her position within them.


INACTIVE

From my understanding, knowledge local is utilized to identify humanoids as well. Even individuals of that type, which will sometimes provide background information regardless of the area. Typically when I describe my character's information to those who roll knowledge local, that information is restricted apart from anything they'd glean through a knowledge nobility check (heradry, lineage, etc.) or anything else. Like the GM said, without rolling a knowledge religion, Laree would likely not know much about Anethra's religious aspects (which is primarily what she does). But by rolling knowledge local, Laree was trying to determine whether she knew her based on her legal name, experience, contracts forged etc, which is purely a knowledge local roll unless such behaviors are strictly and only done within the confines of the church (then it would be knowledge religion as well).

When AP settings have rolls for players, they have (generally) common knowledge to the location they are in around a DC10 or less. Obscure information around DC15. And rare around DC20. These DCs I usually increase by 5 for other distant areas and decrease if the person, character, or NPC is notable.

For example: My character Pelipe, in her background section, has established Nobility checks people can attempt to learn information about her. More obscure information is a higher DC. Her DCs should be ridiculously hard, but because she is notable, many are likely to know details (even private details) about her life. You are welcome to take a look.

In any case, what you provided was fine. It was just what you think Laree may have learned being a local with an okay roll. I am fine with what was given and it was just an opportunity for you to share some juicy secrets/tidbits that most people wouldn't know except someone nerdy like Laree who studies infernal contracts.

For example: Maybe there was some well-known binding contract between a notable NPC and a demon that could have led to some disaster, but because of a legal loophole in a contract made by your PC, it was averted (or caused ooo).


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

Thanks for the clarification, everyone. I was indeed laboring under a misapprehension. I'm glad there's room to add more details to what Laree An might have heard.

And may I add that the rp thus far has been a delight?


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)
Laree An wrote:
Whoopsie. Bloodborne = Bloodhound

Yeah, I'm getting the same impression from the school, too. XD


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Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

@Anethra:
I love it. We took some time for Bloodsworn Vale, but this time we hit the ground running. The mood is heavy, the stakes are high, and the characters involved are looking great.

Behold: The Compact of the Hammer

Scary but fair in its own way. If you want me to change anything, point it out, but I feel this is a good balance between dense and focused.
Also, the fact that is is of 9 pages exactly is entirely a coincidence, Ms. Hell-Lady.
Bonus points to whoever finds the most references. :D
Also, if anyone is a master of photoshop, I can toss the raw word file their way for better presentation.

Music I was hearing while writing that had no effect on how I wrote contract.

@DM:
I think the headmaster has nothing much to hide, but if there is something I don't know or understood wrong, drop me a PM to change any clause.

@Grymwold:
The contract is up for you to sign. It's pretty fair, giving you some abilities (ensuring he will comply), and noticeably, you don't NEED to survive exiting the Hall of Wards, but have to enter it by your own Will.
So if Grymwold feels that the sacrifice of his life to bring back honor to his clan and to his god, that is a very real possibility.

This is what I mean by the stakes are high.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

With the compact out of the way, I have a question for the DM.

Elven vs. Human magic is I feel is a very relevant theme for Viridel (and Laree as well). I don't know any canon differences (Pathfinder isn't as fleshed out as Warhammer or Warcraft for that purpose), but so far I have been playing a more arcane vs. elemental (more magic missile vs. scorching ray), support vs. summoning (haste vs. conjure), or divining a solution vs. transforming an obstacle away.

But since your word is canon, I'd like to hear your thoughts so I can at least be consistent.


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Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

Viridel... The Compact of the Hammer is a thing of awe and beauty.

I mean: hot damn.

I read through the entirety of it, and my estimation of Anethra has increased tenfold.

What an insanely fantastic job. Well done!


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Maps | Monsters | NPCs

@Viridel: That's a lot more detailed than I expected! I'll read it in full once I have a moment, but I'm already excited.

I see the difference between elven and human magical traditions more as a difference in method: elves approach magic like artists, being magical creatures that have an instinctual, deeply personal grasp of how it flows through existence, and seek to guide it and nudge it in the wanted direction; humans approach it more like a science, attempting to codify and categorise and impose a replicable system, which can then be used by future generations, since they don't have centuries to learn everything from the ground-up. There is an underlying "language" of magic that both seek to access, but they come at it from different angles. Viridel's approach is already quite mystical as compared to the formal stuffiness of Acadamae, so it fits in perfectly.

Since the mechanics don't limit who can pick what spells (save for a few race-exclusive options), there's not a whole lot of mechanical difference between, say, an elven and a human abjurer, so it comes down to narrative differences. Divination being excluded from the Thassilonian model for categorising magical schools (which the Acadamae uses) is the biggest lore detail I've tried to underline here, but the difference would probably come across best in the way you describe your spells.

@Anethra: A very minor nit-pick, but a marilith is a demon, not a devil.

@Laree: Just so that you know, Chelish is not a language. I suppose I didn't catch that when I was going through your character sheet before. Chelaxians speak a dialect of Taldane (i.e. Common). Of course, you could still be flexing by presenting Anethra with a perfect Chelaxian accent, or something like that. Or maybe Infernal would be a better replacement for the situation at hand, not wanting to retcon the conversation in full.

@Everyone: I'm loving the roleplay! There's more than enough time to have conversations and whatnot—both amongst yourself and with the dean—as you're walking around the campus, so don't feel the need to hurry. I'll move things along as the conversation seems to be slowing down.


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

I appreciate any and all guidance, as for the most part my OOC lore is substandard and I'll be making things up/improvising as I go :)


INACTIVE

I will pick up Shoanti in place of it then, but I will maintain that her Infernal is quite decent for not having come from the region.

Hopefully, Bayard's computer is back up and operational soon.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Compact of the HAMMER! WOW! I do not feel embarrassed in any way in saying that piece of legalistic writing is beyond my capabilities. In fact I can't even imagine attempting that. Well done.

Grym will be rightfully intimidated by this contract and will definitely have asked Viridel to explain various clauses before signing. His discomfort at signing this extensive contract created by an Asmodean will be lessened by the clause wherein the Hammer is bestowed upon his heirs should Grym die in the Breaching. Losing his life in pursuit of regaining the Hammer is a worthy way to die. As long as it's not at the hands/teeth of MUTANT HALFLINGS!


INACTIVE

Laree would have been happy to work it out for Grymwold if Anethra didn't particularly feel like it. She could use very simple terms to explain it all.

In any case, now that I've had a chance to look over it, it was a significant undertaking!


Maps | Monsters | NPCs

Okay, having now read the entire Compact, I must concur with everyone above. Excellent work! I especially appreciated III.B.2.2.1. :)


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

Thanks, everyone! Now I just have to think of a nice 'ha, what's the difference between an infernal lawyer and a real one, ha ha?' joke to top this all off.

And hey, riddles by mutant halflings are a staple of our little hobby here.

Anethra wrote:
I appreciate any and all guidance, as for the most part my OOC lore is substandard and I'll be making things up/improvising as I go :)

Hey, this is collaborative storytelling. Richer characters enrich the whole experience.

We elevate one another here.

@On Elven Magic:
That makes a lot of sense. Mysticism/esotericism/instinctual vs. stratified learning/scientific/deliberate method.
I like the deeper implications as well, as elves (and dwarves) do not usually transform their environment as much (living in nature/carving in mountains, respectively), while humans do. Elves might learn under clear skies to observe the rhythm of the world and its synergy with magical currents, while humans try to insulate all elements.
Viridel has a similar view to the divine, since I think even elven clerics and wizards are not that hardly split from one another.

On a side note, the mystic vs. stratified approach also fits sorcery/witchcraft vs. wizardry, but on a more local scale.
On an even minor note, I think this spectrum of theme also could have fit some of our older characters (Raveen vs. Naberius) with their own approaches towards wizardry, but I'm beginning to digress.


Maps | Monsters | NPCs
Viridel of Ashel'delore wrote:

@On Elven Magic:

That makes a lot of sense. Mysticism/esotericism/instinctual vs. stratified learning/scientific/deliberate method.
I like the deeper implications as well, as elves (and dwarves) do not usually transform their environment as much (living in nature/carving in mountains, respectively), while humans do. Elves might learn under clear skies to observe the rhythm of the world and its synergy with magical currents, while humans try to insulate all elements.
Viridel has a similar view to the divine, since I think even elven clerics and wizards are not that hardly split from one another.

On a side note, the mystic vs. stratified approach also fits sorcery/witchcraft vs. wizardry, but on a more local scale.

Yeah, elves probably don't make such a big deal about how sorcerers and wizards are different from another, since everyone has to figure out their own way, regardless. They might find the Acadamae's strict wizards-only policy to be counter-productive, since they're used to a system where equals learn from each others' experiences through interdisciplinary dialogue, not understanding that such segregation might actually be more conducive to human learning.

(...diabolism and dysfunctional proto-fascist tendencies notwithstanding).

Viridel of Ashel'delore wrote:
Viridel keeps his senses (arcane and otherwise) scanning the surroundings, and opens his third eye to all stimuli. Any auras may be host to a trap, monster, or trial.

Obviously, there's magic everywhere, but with your good rolls, you're able to note a few probable locations for the key-light trial. Rather than get into specifics now, I'll shorten the time it'll take you to navigate the Hall of Summoning during the competition—most of the Halls, save for the Hall of Wards itself, won't be played out as room-by-room exploration, but rather abstract rolls to determine long it takes to find the site of the trial (which might or might not require a map to run).

How long can you keep up arcane sight? It takes about an hour to go through the entire Hall of Summoning.


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

Hey everyone, I'm gonna be camping through Sunday evening; I'll try to get in a post of two, but please don't wait for me.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

13 minutes for arcane sight, so just under two minutes.
Viridel will try to be eclectic on where he searches for this period. Knowing his skill (represented by the rolls), he would probably target the best suited place for defenses or wards.

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