Dark Tower

Game Master brvheart

Roll20

Watch Order:
1st: Jhenn, Fralk
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Jhenn, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Jhenn and Faffnyr with bringing up the rear.


Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?


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Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

What sort of knowledge check do we need for the 'white tower'?

Waking from his deed sleep, Ratel Ponders his dream about the lion faced bartender and his warning. As he proceeded through the morning, he pondered on the tower, considering who seemed wise enough to know such things.


Male Human Rogue6/Clr1 Current Map

It is ancient knowledge, so for the two of you DC25, 35 for non-followers


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

knowledge religion?: 1d20 + 6 ⇒ (1) + 6 = 7 lol guess he's not supposed to know :)

Shaking his head, Ratel, other than figuring the lion-faced bartender was a representative of Mitra, had no idea what the 'white tower' was or what it represented.


Male Human Warpriest 6 | HP 53/53 | AC 28, T14, FF23 | F +10, R +5, W +10 | Perc +13 | Init +1 | Speed 20' | CMB +8, CMD 19 | Fervor 3/6 | Active Conditions:

Protect the White Tower….. Protect the White Tower. consumed by the vision the priest muttered over and over every so often trying to figure out what the dream meant.

K. religion: 1d20 + 10 ⇒ (6) + 10 = 16


Male Human Rogue6/Clr1 Current Map

Which is exactly what is supposed to be happening. Not to worry, the bread crumbs will eventually lead the way!


Human Swashbuckler 9 | HP 34 / 78 AC 25 T19 FF18 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

"SCARAB!" warned Jim.

If it looks like it might threaten the Caravan, he'll attack otherwise he'll observe it at a distance until the caravan is out of danger.

Jim nudged his mount with his knees into a canter and lowered the Lance and then he nudged her again into a run. Aiming for the giant beetle and praying the point of his lance wouldn't bounce off he committed to the charge!

Init: 1d20 + 7 ⇒ (11) + 7 = 18
Lance, charge!: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20Damage: 2d8 ⇒ (8, 7) = 15

Grand Lodge

Male Dwarf Cleric/6

How big is this scarab?


Male Human Rogue6/Clr1 Current Map

It was about 4". Slim pierces the scarab victoriously on the point of his lance! Only 1999 to go. Just then a roiling mass of carnivorous beetles emits an ominous, clattering drone as they devour everything in their path as they erupt out of the sand.

Both you and your horse take swarm: 2d6 ⇒ (3, 6) = 9 damage.

init swarm: 1d20 + 4 ⇒ (14) + 4 = 18

Everyone else can roll init.


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 20 (-2 enemy atk), T14, FF18; hp 70; Init +4; Fort +9 Ref +8 Will +9

Perception/Initiative: 1d20 + 8 ⇒ (18) + 8 = 261d20 + 4 ⇒ (8) + 4 = 12 Left Outrider, I hear a scream and the sound of locust or scarab swarms.


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

Init: 1d20 + 1 ⇒ (18) + 1 = 19 Just some fluff, will get a post up after a little information

Hearing 'Slim' yell Scarab, Ratel furrows his brow. Shifting his knees he turns the mare the swashbucklers direction. "How may? Are they headed your way?"

Brv, would Ratel know anything about a scarab swarm? How far away is Jim and his new pets from Ratel's position? Or is there a map?
knowledge: (Nature) Untrained: 1d20 ⇒ 4


Male Human Warpriest 6 | HP 53/53 | AC 28, T14, FF23 | F +10, R +5, W +10 | Perc +13 | Init +1 | Speed 20' | CMB +8, CMD 19 | Fervor 3/6 | Active Conditions:

Iz-dubar‘s hand instinctively went towards his weapon when the alarm was sound.

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19


is this happening before or after the 'Dream'. I have a hard time understanding the scene, where I am, and more specicially...are there fires to pull torches from...is there oil in the caravan? They should have some prep for swarms?


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 20 (-2 enemy atk), T14, FF18; hp 70; Init +4; Fort +9 Ref +8 Will +9

My Knowledge and Skills:
Knowledge (arcana) +12, Knowledge (geography) +7, Knowledge (nobility) +8, Knowledge (planes) +11, Perception +8, Ride +3, Spellcraft +12, Use Magic Device +7

I AM NOT SURE WHAT THEY ARE BUT I FIGURE IF THEY ARE LIVING THEY WILL BURN JUST FINE; SO FORM UP AND LETS TAKE THIS THING OUT BEFORE ANYONE ELSE GETS HURT

SCORCHING RAY: 1d20 + 5 ⇒ (13) + 5 = 18

Damage: 4d6 + 0 ⇒ (1, 6, 6, 3) + 0 = 16

if I get a luck bonus of any kind, that bonus increases by 1; example prayer


Male Human Rogue6/Clr1 Current Map

This is the afternoon encounter check sometime between 3 and 7 pm so before the dream. You are just out of the city so no preparations were made for swarms. Beyond your new NPC. You might want to take a look at his sheet.


Male Human Rogue6/Clr1 Current Map

init Sigrid: 1d20 + 8 ⇒ (9) + 8 = 17
init Thoron: 1d20 + 0 ⇒ (12) + 0 = 12


Male Human Rogue6/Clr1 Current Map

Initiative Order Round One

Iz-dubar
Ratel Dier
"Slim" Jim
swarm
Sigrid the Nimble
Ciri Princess of Cintra
Thoron Palehorn


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 20 (-2 enemy atk), T14, FF18; hp 70; Init +4; Fort +9 Ref +8 Will +9

I forgot to introduce you to my horse, Kelpie, because she likes to run down river bottoms, splashing water

Kelpie is a magnificent black mare originally owned by a man named Hotspurn. After his death, the mare became Ciri's mount. Although Hotspurn had never named the mare, declaring that it was silly to name animals, Ciri named her Kelpie. The name came from Ciri's first sighting of the mare and Hotspurn crossing a river. The girl was immediately smitten with the mare.


Male Human Warpriest 6 | HP 53/53 | AC 28, T14, FF23 | F +10, R +5, W +10 | Perc +13 | Init +1 | Speed 20' | CMB +8, CMD 19 | Fervor 3/6 | Active Conditions:

Iz-dubar instantly recognized that it was his duty to stay with the wagons and shouted, ”Swarm, quickly move the wagons.”

He placed himself and his mount in between the swarm and the wagon and yelled to the outriders, ”Try to lead the swarm away your mounts should be able to out run it.”

just moving if the swarm approaches he will use his other move action to lead the swarm away from the wagons.


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 20 (-2 enemy atk), T14, FF18; hp 70; Init +4; Fort +9 Ref +8 Will +9

As She rides her beautiful Dark Mare, This mysterious woman with a fine black metal sword on her back, you see magic erupt from her hands and death follows with her, the air is filled with crackling power as fire erupts toward the creature, her white hair flowing behind, she resembles a spirit more than flesh and blood and for a moment you feel she is out of place in this time and place, blurred in movement. You see a hourglass holy symbol that looks strange to your eyes


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

Seeing the swarm engulf the slim swashbuckler, Ratel turns his mare that direction, watching to see which way the swarm moves. so he's going to delay until after the swarm

Guiding the mare with his knees he draws a flask of alchemical fire from his pack. If the swarm is clear of people tossing the flask at the scarab swarm.

How close is Ratel to the swarm? Ratel will delay, until the swarm moves off of "Slim" Jim, if the swarm stops on someone he will just follow at a fair distance. If the swarm doesn't stop on somone, then he will move within 10 ft of where it stops and throw the Alchemical fire
attack: Alchemical fire: 1d20 + 8 ⇒ (20) + 8 = 28 for damage: 1d6 ⇒ 6
Confirm crit: attack: Alchemical fire: 1d20 + 8 ⇒ (9) + 8 = 17 for damage: 1d6 ⇒ 6


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Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 20 (-2 enemy atk), T14, FF18; hp 70; Init +4; Fort +9 Ref +8 Will +9
Iz-dubar wrote:

Protect the White Tower….. Protect the White Tower. consumed by the vision the priest muttered over and over every so often trying to figure out what the dream meant.

[dice=K. religion]1d20+10

Its prophecy, prophecy is not meant for understanding, it's a road sign to follow, like most roads it forks and changes and the vision changes the next time you have the dream to guide you on your travels


Male Human Rogue6/Clr1 Current Map

Afternoon shift are Ratel and Iz-dubar. So Iz, you are already guarding your wagon. Ratel, you can move by foot towards the swarm but it will be a long throw 20' for your alchemist fire.


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day
brvheart wrote:
Afternoon shift are Ratel and Iz-dubar. So Iz, you are already guarding your wagon. Ratel, you can move by foot towards the swarm but it will be a long throw 20' for your alchemist fire.

not mounted? If the swarm isn't on anyone at the end of it's turn, he will take the throw


Male Human Rogue6/Clr1 Current Map

Roll20 is up! Here be the link
Roll20.


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day
brvheart wrote:

Roll20 is up! Here be the link

Roll20.

It's saying 'not authorized' But the old lost lands game listed as current map on your header does let me in.


Male Human Rogue6/Clr1 Current Map

grrr, will look at it after a nap


Male Human Rogue6/Clr1 Current Map

https://app.roll20.net/join/14799271/fFyvDA


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day
brvheart wrote:
https://app.roll20.net/join/14799271/fFyvDA

Yay! That one worked. Why is Ratel in a wagon?


Male Human Rogue6/Clr1 Current Map

Because you volunteered for afternoon shift for guard duty


Male Human Warpriest 6 | HP 53/53 | AC 28, T14, FF23 | F +10, R +5, W +10 | Perc +13 | Init +1 | Speed 20' | CMB +8, CMD 19 | Fervor 3/6 | Active Conditions:

New map link worked for me. Thanks.


Human Swashbuckler 9 | HP 34 / 78 AC 25 T19 FF18 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Not sure if it's my turn again yet, apologies if not.

"Argh get off!" snarled Jim as he dropped the lance and pulled his rapier. He bashed some of them with the pommel and the length of the blade, you really needed a hammer or some other blunt implement for dealing them but he made do!

Rapier: 1d20 + 14 ⇒ (11) + 14 = 25Damage (including 6 precision): 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21 I expect that'll be halved, if they're tiny.

The biting morass were still crawling all over him and his poor horse, so he nudged her put some distance between them. He rode in the opposite direction of the caravan, hoping that they'd follow him away from it.

Grand Lodge

Male Dwarf Cleric/6

"Aww nuts you just had to go and poke the thing


Male Human Rogue6/Clr1 Current Map

They are beyond tiny, they are Diminutive. Hence your blade does no damage. Slim has to make a DC 13 Fort save vs distraction, DC 10 vs daze. So we don't have to wait I will make it for him as it is not all that relavant.
fort Slim Jim: 1d20 + 8 ⇒ (16) + 8 = 24
Next, Ratel's readied action goes off. You can't crit a swarm but it does do 1.5 damage so it takes 9.


Male Human Rogue6/Clr1 Current Map

Slim manages to ride 50' away as the swarm pursues him 40' just not catching up to him and his horse. Unless Sigrid wants to do something, Ciri's ray hits it hard bringing the swarm to 0. XP=150 each

Grand Lodge

Male Dwarf Cleric/6

thanks I figured there small

Grand Lodge

Male Dwarf Cleric/6

err it was small


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

Watching as Sigrid fries the last of the bugs, Ratel nods to the acolyte. Returning to the wagon he climbs up into the seat, gesturing forwards to the teamster, "I am ready when you are."


Male Human Rogue6/Clr1 Current Map

Meanwhile Slim Jim and his horse are down 9 hp each.


Male Human Warpriest 6 | HP 53/53 | AC 28, T14, FF23 | F +10, R +5, W +10 | Perc +13 | Init +1 | Speed 20' | CMB +8, CMD 19 | Fervor 3/6 | Active Conditions:

Iz-dubar has his driver stop the wagon once the threat is over and calls the swordsman over, ”Please honor me by accepting the healing blessing of Mitra for you and your noble mount.” If Slim Jim accepts Iz-dubar places his hands on the man’s shoulders and pronounced a healing upon him and then places his hands on the horses neck and does the same thing.

clw, Slim Jim: 1d8 + 6 ⇒ (4) + 6 = 10
clw, horse: 1d8 + 6 ⇒ (7) + 6 = 13

Spontaneous cast clw for divine favor and protection from evil.


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 20 (-2 enemy atk), T14, FF18; hp 70; Init +4; Fort +9 Ref +8 Will +9
Ratel Dier wrote:
Watching as Sigrid fries the last of the bugs, Ratel nods to the acolyte. Returning to the wagon he climbs up into the seat, gesturing forwards to the teamster, "I am ready when you are."

Sigrid was no where near the bugs, you have the wrong girl, I will have you know, pleasure to meet you Ratel, I'm Ciri, i dont think sigrid can do this.

dimensional hop while mounted on kelpie to be right next to him in a blink of a eye, she holds out her hand to shake


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day
Ciri Princess of Cintra wrote:
Ratel Dier wrote:
Watching as Sigrid fries the last of the bugs, Ratel nods to the acolyte. Returning to the wagon he climbs up into the seat, gesturing forwards to the teamster, "I am ready when you are."

Sigrid was no where near the bugs, you have the wrong girl, I will have you know, pleasure to meet you Ratel, I'm Ciri, i dont think sigrid can do this.

dimensional hop while mounted on kelpie to be right next to him in a blink of a eye, she holds out her hand to shake

LOL
brvheart wrote:
Unless Sigrid wants to do something, Ciri's ray hits it hard bringing the swarm to 0. XP=150 each

apparently I skimmed the post and assumed it was Sigrid, but at least he only thought it and didn't say it out loud.

Jerking back in the seat of the wagon, Ratel tries not to act surprised as the mysterious woman and her magnificent black mare appear beside him. Raising an eyebrow as he realizes the woman read his thoughts. He had assumed it was the acolyte that finished the bugs, but apparently it had been his mysterious half elf.

Leaning out over the wagon, bracing himself with his left hand, he extends his right, using the honorific for 'noble lady.' "A pleasure Kuleen Mahila, I am Ratel Dier. Releasing her hand he gestures towards the sun. "humble servant of 'he who shines upon us with justice.'"


Male Human Rogue6/Clr1 Current Map

Don't you know Ratel, you can't think too loud around women? lol
I think I will start rolling encounter checks now once a week rather than daily.

The party settles in after the scarab attack to the routine for the rest of the week.

Encounter checks for week two:

rnd: 1d100 ⇒ 34 90 + rnd: 3d6 ⇒ (6, 2, 4) = 12 High temp = 102
rnd: 1d100 ⇒ 55 102 - –(30 + rnd: 4d6 ⇒ (4, 2, 3, 3) = 12) = 60
rnd: 1d100 ⇒ 87 wind speed = rnd: 8d6 ⇒ (6, 5, 1, 3, 3, 6, 1, 1) = 26 = 26
rnd: 1d100 ⇒ 13 no rain

rnd: 1d8 ⇒ 2 rnd: 1d100 ⇒ 24 rnd: 1d4 ⇒ 1
rnd: 1d8 ⇒ 1 rnd: 1d100 ⇒ 96 rnd: 1d4 ⇒ 1
rnd: 1d8 ⇒ 7 rnd: 1d100 ⇒ 11 rnd: 1d4 ⇒ 1
rnd: 1d8 ⇒ 8 rnd: 1d100 ⇒ 40 rnd: 1d4 ⇒ 3

I need watch orders for camp at night and an order of march for who is on point, left, right and rear for morning and afternoon please


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 20 (-2 enemy atk), T14, FF18; hp 70; Init +4; Fort +9 Ref +8 Will +9

I serve the one who decides everyone's fate, the Time they live and die, Father and Lady Time.

as she goes into a full dissertation of how Time works and what her school teaches as they ride

Lost Lands Clocks
Most Lost Lands clocks’ outer edges mark hours numbered as 1-12 and turns as
tic-marks between the hours (so that the clock face will match up and largely correspond
to real-world clocks for ease of understanding, though there are 5 tic-marks between each number rather than the 4 tic-marks on a real-world clock since it is counting 6 turns between number instead of 5 minutes). In this context the term glass is commonly used instead of turn (because it implies a tangible thing being counted, i.e. the number of the hourglass that has been turned since the start of the hour, plus it just sounds less “gamey” as flavor text). Sample time readings would be:

1st hour, 1 glass
3rd hour non
7th hour, 3 glass
9th hour, 5 glass
10th hour prime
Midnight (or Prime), Noon (or Non)

Other than at the turning of an actual hour (straight up 1 o’clock, for
instance), the use of “prime” or “non” would be reserved for extremely formal
occasions or occasions of tactical importance (e.g. “The attack will begin at
3rd hour prime, 2 glass.”). For extremely formal occasions it would be fully
elongated into “5th hour of the non” or “10th hour, 3 glasses of the prime”.

A long, thick hand marks the hours and glasses on the clock, clicking forward one tic-mark once every 10 minutes (rather than every 1-minute like a real-world clock).

A second, short wedge-shaped hand marks time on an inner circle usually of Hyperborean
numbers (read: Roman numerals) that shows tenths (Most clocks will not include
this hand, considering it too costly to add and unnecessary for most every-day
needs that typically don't require the precision of less than a 10-minute
interval).

Beyond that, only the most expensive and complex clocks will include a third
hand (short and thin) for rounds (these click off along the inner circle using
each tenth as a single movement of the hand that equals 6 seconds). There is no
true 1-second hand.

Each full revolution of the rounds hand (if the clock has one) corresponds to
one movement of the tenths hand (if the clock has one). Each full revolution of
the tenths hand corresponds to a single movement of the hour/glass hand (usually
referred to simply as the “hourglass”).

In short the use of clocks to mark time in the Lost Lands is extremely
complicated because the intervals are based on mundane- and/or
magical-but-measurable things like sun movements, length of spells, and milling
times using hourglasses rather than our relatively simple concept of hours simply divided into, minutes equally divided into seconds.

Official timekeepers in the Lost Lands are usually known as “Counters” from
their original job of counting revolutions of the millstone.

Spell duration/game timing translations:
Pathfinder rounds = rounds
S&W rounds = tenths
S&W turns = turns, turns-of-the-glass, or glasses

With this construction of Lost Lands times, I wanted to give the campaign both its own unique feel and incorporate actual game elements that would make sense as far as time measurement being based upon it. Spell durations is one of the most universal ways to do so in-game. I also wanted to incorporate the time-tracking attributes of both the S&W and PF game systems together and do it in such a way that it is not heavy-handed or breaks the players' immersion into the game. Hence while turns and rounds exist as time units, they're almost never referred to in regards to telling time. A turn would be called a glass and a round is hardly ever referenced in such a context, while both still continue to exist, function, and incorporate these age-old game elements in a meaningful and rational way.

So there you go. I hope this was at least somewhat interesting and gives a taste of the familiar-but-different game world that is the Lost Lands.

Greg

As mentioned, each of the 12 months has 30 days (i.e. 2 fortnights or 4 weeks and 2 festival days depending on how you want to look at it).

Common Name         Hyperborean Name              Real-World Approximation

Oeros                           Firstmonth                             January

Foeros                         Secondmonth                          February

Freyrmond                    Thirdmonth                              March

Eostre                          Fourthmonth                            April

Tiwemond                     Fifthmonth                              May

Daan                            Sixthmonth                             June

Haymond                      Seventhmonth                        July

Hummidos                    Eighthmonth                           August

Mithrond                       Ninthmonth                            September

Blótmond                      Tenthmonth                            October

Winterfyll                      Eleventhmonth                       November

Yule                             Twelfthmonth                          December

It should be noted that one of the biggest Heldring influences on the calendar is the ending of the month with the letter "d" as in "mond". This is a holdover from their use of the letter "eth" (written as "ð" which they pronounced with a "th" sound, but most speakers don't realize this and just use the "d" sound when they say it making Haymonth into Haymond in the common usage. The "os" endings reflect the older Hyperborean naming traditions (not of months but just in general, like Akados, etc.) even when applied to a specifically Foerdewaith name like "Foeros". When the Foerdewaith changed Secondmonth to Foeros early in their empire, they were specifically trying to be imitative of the Hyperborean style as had been previously used in renaming Firstmonth "Oeros" after the first Hyperborean emperor, Oerson, (which was done rather late in the Hyperborean Empire actually, as they tried to draw upon their oldest roots and legitimize the current dynasty at the time).

The four High Holy Days are:

Winter Solstice: Called Midwinter. The day following Midwinter is Calends of Oeros and is the first day of the new year, called Saining.

Vernal Equinox: Called the Cusp of Freya, it signals the midpoint of Spring.

Summer Solstice: Called Midsummer.

Autumnal Equinox: Called the Cusp of Mithras,it signals the midpoint of Autumn.

The High Holy Days are pretty universal among the various religions and are recognized in the civic calendar as holidays. However, the actual days that mark the beginning/ending of seasons are also considered to be important and are frequently celebrated by different religions and even different communities on a local basis. These four Days of the Seasons are as follows:

Imbolg: first day of Spring

Beltane: first day of Summer

Lammastide: first day of Autumn

Day of the Dead: first day of winter

Each of the High Holy Days and to a lesser extent the Seasonal Days has a whole host of holidays that are celebrated on them and around them in different ways by different religions. Some of the names of these are more traditionally known (such as Samhain, the last day of Autumn occuring the day before Day of the Dead) but not necessarily celebrated (Samhain is mainly only kept religiously by the witches that follow Hecate or Cybele, others just have seaonal festivals to mark the end of Autumn). In addition there are a number of other holidays celebrated by various religious groups that may have some level of universal recognition.

Below is a breakdown of the yearly calendar with explanations of the month names and the holidays/festivals that generally fall within each month:

https://games6741.rssing.com/chan-38096676/latest.php


Male Human Rogue6/Clr1 Current Map

please stop with the long posts

Grand Lodge

Male Dwarf Cleric/6

how many weeks will it take us to get to the turn around point? I'm assuming that there are oasis every couple of weeks or so to refill the barrels?


Male Human Rogue6/Clr1 Current Map

You did not take create water as one of your 0 level spells? Vashalla can take care of the dervishes, but the seven of you will need 28 gallons of water per day. Better take real good care of your new acolyte! He can create 2 gallons per casting.
Yes, there are watering holes every 50-60 miles but since no one has traveled this way in many years one cannot count on them not being dry even in the spring, yet once summer comes. In total, there are 31 people and as many horses each needing at least 2 gallons of water per day. To say nothing of the sheep and goats.


Human Swashbuckler 9 | HP 34 / 78 AC 25 T19 FF18 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Jim thanked Iz-dubar for the healing, saying "I appreciate it, the itching was was something awful and it much was worse for my poor horse."

Ciri wrote:
"I serve the one who decides everyone's fate, the Time they live and die, Father and Lady Time."

Jim didn't really know what to say to that, so he smiled and nodded. The lecture on the nature of time mostly went over his head but the word Hyperborean kept on cropping up and curiosity got the better of him, "This Hyperborea, is that where you're from?"

For marching order, Jim has middling perception so maybe somebody else should take point. He'll be happy to go anywhere else, perhaps the left flank? Not being a spell caster he doesn't need 8 hours uninterrupted sleep so he can take perhaps the second or third watch.

Grand Lodge

Male Dwarf Cleric/6

Oh I did, just that spring water usually tastes better. My spell list while we're traveling has 3 create water 0 level spells and the 3 resist elements as 1st level spells.

When we get underground I'll switch things up after a rest.


Male Human Warpriest 6 | HP 53/53 | AC 28, T14, FF23 | F +10, R +5, W +10 | Perc +13 | Init +1 | Speed 20' | CMB +8, CMD 19 | Fervor 3/6 | Active Conditions:

I also took create water


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 20 (-2 enemy atk), T14, FF18; hp 70; Init +4; Fort +9 Ref +8 Will +9

How long does "endure" elements last per person; we have 7 of us and each has a horse, so we need 14 a day I think, or have I miscalculated

Hyperborea?

Geography: 1d20 + 7 ⇒ (12) + 7 = 19

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